Get Outer Space! by Nick Rafalski

[raw]
made by Nick Rafalski for LD 42 (COMPO)

Play Tetris while dodging asteroids Play Tetris while dodging asteroids! Collect the gold, but save up some armor too! Collect the gold, but save up some armor too!

Click to play in browser!

Game Background

Get Outer Space combines an infinite runner and physics-based-Tetris to make you feel like you're running out of space in more ways than one!

Your objective is to collect as much gold as you can, stacking it neatly in the cargo bay of your get-away ship. However, your un-shielded ship will explode if it takes so much as a scratch from an asteroid. Thankfully, the asteroid field is also teeming with chunks of armor that you can also pick up, store, and use to absorb a hit.

You can manage the relative sizes of your gold and armor bays, but don't get too greedy!

This is really 2 games in 1:

  • The top half of the screen is a simple infinite runner: use A/D or Left/Right to dodge asteroids while picking up Gold and Armor pieces.

  • The bottom half of the screen is a view of your ship's airlock, and cargo bays for armor and gold. Once an armor/gold piece enters the airlock, you must click and drag it to the proper cargo bay. You cannot pick up another item until the airlock is empty.

  • As you fill up the gold cargo bay, you may feel like you're running out of space. This is when you should drag the cargo bay divider to expand the gold cargo bay. Of course, that will give you less room for armor.... So you better be on top of your flying, hot shot!

About Me:

This was my fourth LD game and I really enjoyed it again. The game was made in about 31 hours, because I will be busy all Sunday, and I'm very pleased with the game I made in the abridged time. I am happy the dragging mechanism seems fun and more or less reliable.

Tools:

  • Unity
  • Inkscape
  • Audacity

Ratings

Overall 93th 3.843⭐ 37🧑‍⚖️
Fun 100th 3.757⭐ 37🧑‍⚖️
Innovation 27th 4.088⭐ 36🧑‍⚖️
Theme 174th 3.914⭐ 37🧑‍⚖️
Graphics 114th 3.903⭐ 38🧑‍⚖️
Audio 203th 3.286⭐ 37🧑‍⚖️
Humor 181th 2.948⭐ 31🧑‍⚖️
Mood 187th 3.313⭐ 34🧑‍⚖️
Given 32🗳️ 31🗨️

Feedback

mcccclean
13. Aug 2018 · 07:14 UTC
This is EXCELLENT! It's such a goofy and fun idea, and executed so well. Once you get the hang of not getting smashed a whole extra layer of "dammit my gold keeps spilling into my armor hold" emerges! This is a classic, five stars across the board.

EDIT: oh I missed that you can adjust your hold size! Well - it still gave me a good laugh.
Tuscany
13. Aug 2018 · 18:24 UTC
If you put the game in fullscreen you can just drive to the side of the map and never get hit. Apart from that fun game!
SpeedySloth99
13. Aug 2018 · 18:37 UTC
Awesome game! The sound cues are very nice (Except the armour pick up sound, it's far too loud), the game looks amazing, and I love how you can change the hold sizes, and the idea in general is just fantastic!

In terms of constructive criticism, I would recommend there being much less asteroids for the first minute or so, as the game feels far too frantic when you don't really know the mechanics. Also, I would ditch the physics-based mechanics for holding gold and armour. I think the game would feel much better if the player had a greater sense of control, and I believe that ditching the physics-based mechanics in the hold would do this.

However, take what I said with a grain of salt. It's very clear from playing this game that you are a much more experienced game developer than me, this is just my opinion on how the game could me made better, this game is amazing as it is.
DrunkardWolf
13. Aug 2018 · 19:26 UTC
Cool game, great graphics and I love the audio! Feel like moving the ship left and right is a little bit too sensitive, but other than that is great. Good job! :D
🎤 Nick Rafalski
13. Aug 2018 · 19:41 UTC
@mcccclean Wow thanks for the compliments, and thanks for playing!

@tuscany Whoops you are totally right about the fullscreen thing. I removed the button on itch.io now.

@speedysloth99 Thanks so much for the feedback and praise! I generally agree with your feelings about control. While I thought the physics twist on Tetris was fun, I also wanted to make the pieces 'lock' into position once they stopped moving and were aligned together. This would make it much easier for the player to make use of the space. Unfortunately it was beyond my abilities, especially given the time crunch, so I had to drop it. Thanks again for playing!
shellbot
14. Aug 2018 · 04:02 UTC
39 Gold!

This was such a cool idea, really well done! And nice shader work :smile:
Ossi
14. Aug 2018 · 05:43 UTC
Absolutely fantastic game! Incredibly innovative and you nailed the theme perfectly! I found it really difficult to multitask positioning the cargo and dodging asteroids and yet it was so fun. I think it would be a good idea to have less asteroids at the start though, might make the entire experience a little bit smoother. I had a good laugh when some of the asteroids started spinning really fast out of control, it was super funny. Amazing, great work!
mukult
14. Aug 2018 · 06:11 UTC
Damn...it gets crazy after a while. Managing the storage and dodging the asteroids...phew. Really stuck to the theme. The graphics and audio are top notch.
Super cool work! :D
One thing i would say is its a lot to take in right at the start of the game. It took me 2-3 tries after i died immediately to get the sense of progression and understand the gameplay. It might be good to ramp it up as the user gets the concept over time. :)
🎤 Nick Rafalski
14. Aug 2018 · 12:56 UTC
@drunkardwolf Thanks for the kind words! I can definitely see what you mean about the slippery controls. I always have a tough time tuning controls because, as the dev, you get used to them, but don't realize how awkward they might feel to new users. Thanks for the feedback!

@shellbot 39 is really good! My all time high is 69, but most runs end in the 20s, ha! Thanks for the compliments!

@ossi Wow thanks for the praise. I definitely wanted to add a ramp-up period to the difficulty, but I ran out of time. Thanks for sticking with it long enough to get used to it :) Thanks for playing!

@mukult I definitely wanted to add a ramp-up period to the beginning, but I ran out of time. Thanks for persevering and not rage-quitting! Thanks for the feedback, and all the kind words, it's super motivating.
SkyreX
14. Aug 2018 · 14:23 UTC
Sometimes I had a problem with d&d but generally good game
jackou
14. Aug 2018 · 14:42 UTC
Nice! This is a really cool idea. The first time was really overwhelming and I didnt quite understand everything that was going on, but with just one or two more tries I already got way better. Good design! The art is simple yet nice to look at and it all fits really well together. For my taste some of the sounds were a little loud. Great job.
gwinnell
14. Aug 2018 · 19:17 UTC
The strangest of all the games played so far! It's not often you have the mixed feelings of joy & frustration of playing two games at once. The mechanics all make sense, and everything fits together nicely. Got a score of about 40 before my ship was full and I felt like committing suicide.

If I had any nits to pick it would be that the gold and armour blocks scroll onto the screen smoothly, but the asteroids do not -- they just pop in, kind of breaking the illusion/immersion/general feel of things. Some of the SFX were a bit strange too... maybe made with your mouth...?

Ahem. Nevertheless! Very good entry! :thumbsup:
artbohr
14. Aug 2018 · 19:42 UTC
Cool graphics and really good sound effects ^^, the idea is very cool, the game is challenging and fun.
C0nst4ntin
14. Aug 2018 · 20:04 UTC
This is a really nice idea for a game. I liked that you could collect armor to take more hits, but for that, you also had to take the risk of getting hit! Overall nice Game!
AwiX
15. Aug 2018 · 07:27 UTC
A good game idea, the music should be improved. The graphics are good.
Try our game too, maybe you'll like it)
Phlip45
16. Aug 2018 · 02:16 UTC
![screenshot.png](///raw/68a/3/z/19ec3.png)
Really fun game. For a compo the graphics are great. Music and 'mouth' sound effects are both good. I'm not sure I really have much negative to say about the game. Everything worked really well. If there were to be one change, I think having a 'perfect grid' mode where the gold and armor actually snapped into place and you had to fill up the grid that way could make it a lot more challenging to steer and puzzle simultaneously. You could even use tetris mechanics where if you got a complete hull (everything filled) it compacts into a denser cube that is worth more points. That kind of thing is definitely an after Jam expansion sort of thing though =P Great Job and have fun out there!
🎤 Nick Rafalski
16. Aug 2018 · 02:50 UTC
@skyrex @awix @c0nst4ntin @artbohr Thank you all so much for the feedback and compliments!

@jackou I definitely agree about it being overwhelming at first. I wish I had budgeted my time better and added a ramp-up period. Thanks for the feedback and kind words!

@gwinnell I take "The strangest of all the games played so far" as a huge compliment! Your criticsms are spot-on. I had to go back and look, but for some reason I'm spawning the asteroids from a different place than the stars and gold/armor pickups -- not sure why I did that! Thanks for playing

@phlip45 60 is a great score! I really really like your idea for a snap-to-grid mechanism. I had the initial thought to make it grid aligned, but couldn't come up with a reward for completing a line like Tetris (I rationalized that I'd have to remove the line, and therefore, your score would go down). Compacting the blocks, and giving a score bonus is so simple but elegant. Thanks for playing and the kind words!
AfroAnt
16. Aug 2018 · 04:59 UTC
Loved it! The bottom mechanic of moving the divider was amazing. That definitely should be explored more. Interesting idea!
gajop
16. Aug 2018 · 13:51 UTC
I love the idea, but is there no ending?
It gets dull after a bit. Other than that you managed to pull it off pretty well. A very good entry all in all. Congrats on your game!
shp
16. Aug 2018 · 14:12 UTC
The controls are so touchy in this, very hard to get the nag of it! not sure if that's where the challenge was intended to come from! the visuals are quite nice!
🎤 Nick Rafalski
16. Aug 2018 · 15:48 UTC
@afroant Wow thanks for the kind words! Glad you enjoyed the mechanic!

@gajop Yea it's basically just a high-score chaser (without even keeping track of your high-score, whoops!). I would have liked to flesh it out with more of a sense of progression, but it wasn't in the scope. Thanks for playing and the compliments!

@shp Yea I totally hear you on the controls. Some people seem okay with them, but I can definitely see how they're too sensitive. I probably should have added a sensitivity slider, but I ran out of time. Thanks for playing and the feedback!
RustyCrow
17. Aug 2018 · 12:17 UTC
This is very cool looking and fun game. There is some kind of effect on the screen (shader?) that really holds the graphics together very impressiv might have to check out the src :bikini: :mag:. I did encounter a problem most likely me not understanding something but i couldn't drag the items after a while, maybe i ran out of space? didn't look like it. i am sure you can take this game to the next level the concept is very interesting. GG my friend
🎤 Nick Rafalski
17. Aug 2018 · 12:49 UTC
@rustycrow The effect on the screen is part bloom and part lens distortion. Both are super easy to implement in Unity via the PostProcessing stack, which is a serious of components you can add to your camera/scene. No coding required. Under the hood, the effects are implemented in shaders, but Unity abstracts that away in an easy to use, configurable, component. As for the bug, you should never not be allowed to drag the items. I wonder if the webGL build glitched out or something. Anyways, thanks for taking the time to play, and thanks for the feedback!
2bam
18. Aug 2018 · 19:45 UTC
Airlock occupied! Haha! Great game.

I tried doing the split-control mechanics on another ludumdare and utterly failed, I should tell you **you nailed it!** It has the simplicity to understand it easily but needs skills to properly man it. Felt like going on a bicycle with one hand on the handle and the other picking things from the ground while driving, very funny.

Some thoughts:
I came to a point when I was full of gold occupying 2/3 of the cargo part (lost with 52), it would be nice to convert to ingots or somehow be able to reduce it's size but if you do it with a higher amount you get a bonus or something as a cash-in trade off.

A thing I liked that made me giggle was that the cargo was physics based all messy instead of puzzle-snapped (like it would happen in a runaway situation) AND that when you're full of things it starts to get in the way of the airlock.

The ship movement is a bit steep, too much acceleration and little drag made it a bit uncontrollable sometimes. Also going around the edges and coming back from the other side is strange for shmups and didn't see it coming.

Overall great experience. Good job!
🎤 Nick Rafalski
19. Aug 2018 · 00:46 UTC
@2bam Wow thanks for the great feedback! I totally hear you about the bonus for having so much gold. The truth is the game is very shallow (52 is a great score, and most people don't get that far haha) and I'd have loved to add some of those bonuses, but ran out of time. Thanks for playing and the compliments. Glad I could make something you seemed to enjoy :)
psjuk0
21. Aug 2018 · 12:31 UTC
I like the 2 simultaneous game mechanics idea, good fun. Controls are really sensitive tho!