Space Billiards by mshopf
Space. The final frontier. These are... Hold on... Ah, crap, wrong series.
Welcome to this year's Intergalactic Bar Billiards, one of the more major hilarious concepts of the Hitchhiker’s Guide. Of course, this name is now already taken, and we have 2018, with the tendency to oversimplify things it's just called - drum roll :drum: - Space Billiards.

You will have to help your planet :camping: (and its 10 billion inhabitants) to survive a game of Space Billiards. Planets are billiard balls :8ball:, suns are billiard pockets :hole:, and of course there is the obvious space-time-distorting black hole :bomb: every now and then. Luckily, you have a large finite improbability drive :rocket: (not an infinite one, though!), thus you can move your planet around quite a bit. Also, when it's loaded, it can materialise an asteroid in the vicinity. But everything has side effects :grin:... like filling up space with alternative fact\H\H\H\Hrealities...
When your main computer isn't busy discussing the end of the world with Marvin, he will help you by plotting the probable trajection of the major bodies in the solar system. But he hasn't noticed, that it's billiard time with bouncy walls...
By pressing UP and DOWN keys you can accelerate (prograde) and decelerate (retrograde) your planet. By pressing the left mouse button you can release an asteroid, when the right gauge is full. You can fling it a bit by moving the mouse during release.
The left gauge shows the population's demise, by crashes with bodies in the solar system, or by leaving the habitable zone around the sun.
Well, don't forget your towel :reminderribbon: - what could possibly go wrong... :dizzyface:
I have also posted a post mortem with a timelapse video :film_frames: of the development process.
Ratings
| Overall | 602th | 3.381⭐ | 44🧑⚖️ |
| Fun | 414th | 3.413⭐ | 42🧑⚖️ |
| Innovation | 92th | 3.857⭐ | 44🧑⚖️ |
| Theme | 918th | 3.061⭐ | 43🧑⚖️ |
| Graphics | 875th | 3⭐ | 44🧑⚖️ |
| Audio | 728th | 2.388⭐ | 42🧑⚖️ |
| Humor | 60th | 3.936⭐ | 41🧑⚖️ |
| Mood | 435th | 3.286⭐ | 37🧑⚖️ |
| Given | 44🗳️ | 36🗨️ |
I also published a post mortem now, in case you're interested.
There's lots to like, the reference to Hitchhiker's Guide, the humour inherent in the planets' quibbles, the chaos of everything everywhere... But it's not really hitting the spot.
I've been into orbital mechanics since my last LD, with my game literally called "Orbits". While I really appreciate the idea that you got here, I just can't get to grips with it. I think there are a bunch of small details that might improve the overall experience:
- The initial learning curve is deadly, the game doesn't tell you much at all, and everything looks the same. I couldn't tell which planet *I* was supposed to be - differentiating the player would be a good thing. The same thing with the player planet's trajectory line.
- The asteroid flinging mechanic is sound in theory but the fact that it spawns where you release instead of where you click is really confusing. Click, drag, aim, release. It should work like that.
- The trajectory lines seem to update in weird ways? Dunno, they seem to flicker rather than change smoothly. Also again the fact that the player's line's not differentiated makes it difficult to understand.
- Where's the theme? I don't get the relevance to the theme...
@tuism: Thanks for the detailed analysis; I'll try to cover, and I will definitely try your game. Also please note that I didn't have enough time for fine tuning as I wanted, because I mostly had to work about the game mechanics and around physics bugs. For the jam, I could have done more, but didn't have the time to continue today, so I wrapped up early.
* Yes, initial learning curve is deadly. I thought about adding waves and messages for tutorial-like early missions, that was skipped due to time constraints. It would have been similar to the waves in my/our [LD40 entry](/events/ludum-dare/40/keep-it-simple-stupid-bang-bang)
* I found the idea to "let go" when you release the mouse button to be the most understandable; apparently millage may vary here. That would have been something for playtesting.
* Calculating the trajectory lines is computational heavy; I had to create adaptive time sampling in order to work this out, and it's just using Euler integration, which isn't stable. So if your planet moves a tiny little bit, differences at a later point in time can explode. This isn't kerbal space program, they cheat and have orbital mechanics where only the closest mass has an effect on your body, in my programm everything influences everything :grimacing: I also thought about different colors, then thought this would add to the overall (wanted) chaos, and lost track of that idea in the end. You're right, that would help quite a bit.
* *Sigh*. It was supposed to be a massively singleplayer game, with other planets representing other players at previous runs, and they were supposed to fill up space quickly. Unfortunately, mechanics are too chaotic for this to happen...
Thanks again for the insight!
Well done, it was fun to play!
@ktur: absolutely! I wanted to add this, but time... Maybe I'll add it later on, I consider this to be within the rules, as I don't change the game itself.
@cranestyle: You're absolutely right! As mentioned earlier, I wanted to add waves, but got lost with game mechanics... Because we're playing billiard with almost no way to remove stuff from the "table", space should clutter up fast; unfortunately, it doesn't work like this, it still feels not to closed up despite being utterly uncontrollable after some time :rolling_eyes:
@oneiros, @neuralcoder, @alobker: Thanks, I wanted to have some "semi-controlled chaos". Seems it actually worked out :joy:
Try our game too, maybe you'll like it)
I have rated your game, but all of my feedback was captured in the stream.
You can hear my comments in the archive at https://www.twitch.tv/videos/298329090
Good stuff :8ball:
I would have appreciated a tutorial (maybe I missed it?), as I wasn't sure of what to do.
Nice entry :)
Another downside is a few small issues with the controls:
- The planet acceleration and deceleration inputs are very slow. Getting hit even once is a death sentence *(for quite a few people!)* as result.
- The asteroid release input needs a visual, for instance an arrow. I'd also spawn the asteroid at the base of the arrow, not at the tip.
Good work in all.
*Seriously, there is no towel emoji?!*