There’s No Place Like Home by Dubgron
There’s No Place Like Home is a game about a sad man. Very sad man. And really unlucky one. He fell out of a spaceship and only thing he'll met is Death. But he can choose his own way to die and chooses to die on his home planet – Earth. But it ain't easy task. There're plenty of asteroids that are going to interupt his plans. But with your help he can do that!
Controls:
W - Thrust up
S - Thrust down
Space - Stabilize
Tab - magic

Ratings
| Overall | 604th | 2.911⭐ | 30🧑⚖️ |
| Fun | 657th | 2.518⭐ | 30🧑⚖️ |
| Innovation | 695th | 2.214⭐ | 30🧑⚖️ |
| Theme | 526th | 3.196⭐ | 30🧑⚖️ |
| Graphics | 242th | 3.554⭐ | 30🧑⚖️ |
| Humor | 269th | 2.635⭐ | 28🧑⚖️ |
| Mood | 416th | 2.833⭐ | 29🧑⚖️ |
| Given | 17🗳️ | 4🗨️ |
Pretty cute though, love watching the asteronaut spin out.
Also props on the tab button!
Astronaut is very cute.
Yup, the game is pretty challenging :sweat_smile:
I think the asteroids needed balancing. With the slow mo thrusting it was difficult to identify, plan, and execute maneuvers before my visor was blasted out by the oncoming asteroid. Asteroid identification time could be easily diminished by brightening them up a bit or putting a glow behind them.
otherwise bug free and functioning software as far as i can tell :)
As a professional game dev I would suggest... just kidding haha
Nonetheless, if you want to work on this project more I suggest making a difficulty incresing algorithm.
Graphics - very nice. Controls are also working very well.
Maybe you could also take a glimpse at my game? I already enlarged it into a wholesome Android game :)
All the best.
Besides I think the width of texts at the beginning should be fit the viewport size and in my browser part of texts went out of viewport (I tried the web version). Moreover I don't know what's the purpose of "magic". It seems it doesn't do any help except that it can let me see some star patterns. They look quite interesting though.
Anyway it's a complete game for COMBO and the sprites look nice. Good work!
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Evaluation ...
0 - Main Mechanics:
A type of runner, where the character is an astronaut who is moving super fast in a region extremely crowded with space debris.
1 - Secondary Mechanics:
I do not think it fits this type of analysis (in the current state of the project).
2 - Learning Curve:
Learning the commands (in the online version) was limited to "go up" and "go down", the other commands did not work (maybe because of the browser or something like that). It was very fast to learn (I would suggest putting it not only in the WASD but also in the arrows).
3 - Flow:
The game was super difficult, there was not much space for the development of skills. Hahahahahah. I'd say adding warning elements about where the next "asteroids" will come in could do a lot of gameplay. Perhaps increasing the speed slowly would also help increase the playing time. Adding score could also be interesting. One more suggestion, perhaps a puzzle or moment of action could enable the player to continue in the same race, as opposed to always having to restart (if he intends to continue the project).
4 - Love Points:
Humor was the highest point in my view. This can be worked to enrich the rest of the game.
5 - Presentation of the Narrative:
I will leave a picture about the narrative (written before the gameplay starts). I believe that the end of the text passed very quickly, I would give more time to read, or even ask to push a button at the end (although it seemed to be a reference to space context movies).
6 - Art Polishment:
I missed a lot of sonority. The graphics can be polished, but there are cool things (for Ludum Dare time). I would say to increase visual and sound feedback (in case of project continuity). Working the main character (narrative and graphically) can do very well to the project as a whole.
7 - Monetization Attractiveness:
As a casual game, if you continue the project, if you develop secondary mechanics and enhancements, the game could sell to smartphones and monetize from advertisements.
8 - Community Generation:
By creating a more solid narrative and character development, a community could emerge around the game (hence it could have a character page or even Facebook game, invite me if I create it). Another factor that may impact on community generation would be to add score (world table and such).
9 - Cultural Dialogue:
The game could take more advantage of cultural references from the point of view of science fiction (maybe I have not played enough to try something they might have done in that regard).
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Congratulations.
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The screen cuts a part of the text.

con: the game is way too fast, can't survive more than a few seconds which makes it too frustrating. you should definitely start out slower and then gradually increase speed. seeing how long you lasted/how much you traveled (like a score) would also make the game more complete and interesting. finally, audio could also help out