Small World by andrewl
Small World is a game about controlling a small world through time and space, avoiding asteroids, comets and other space-y things. It's an homage to the 8-bit side-scroller games of the 80s.

Controls: Cursor Keys
Play the game: https://andrewl.github.io/smallworld/docroot/game.html
Source code: https://www.github.com/andrewl/smallworld
This is my first LudumDare and the first game I've written. I put it together in 3 x 2 hour stints over the LD weekend using Phaser as the framework, Piskel and GIMP for images and Beatbox.co for the 'music'.
| Original URL | https://ldjam.com/events/ludum-dare/38/small-world-1 |
Ratings
| Overall | 439th | 2.9⭐ | 22🧑⚖️ |
| Fun | 226th | 3.25⭐ | 22🧑⚖️ |
| Innovation | 513th | 2.15⭐ | 22🧑⚖️ |
| Theme | 209th | 3.55⭐ | 22🧑⚖️ |
| Graphics | 454th | 2.6⭐ | 22🧑⚖️ |
| Audio | 190th | 3.158⭐ | 21🧑⚖️ |
| Humor | 234th | 2.647⭐ | 19🧑⚖️ |
| Mood | 409th | 2.737⭐ | 21🧑⚖️ |
| Given | 8🗳️ | 9🗨️ |
The game is simple but the facts like planet integrity and the score(years) are good points.
Good luck for next times!
Love the retro atari-like music ; and maybe making the graphics more pixelated would have been cool :-)
If you expand on it, I'd recommend adding in some mechanic that involves gravity - maybe give all objects a gravitational pull, then if your gravitational pull is higher than an object's, then it redirects a little towards you, and vice versa.
Also, maybe your planet could grow in size as hit gets hit by asteroids, or smaller if it collides with another planet-sized object and breaks apart? I think that would be a neat way to do health.
Thanks!
An HTML game! While I'm tangentially aware of Phaser, I haven't used it myself so I can't comment on the use of it. The game itself was fun! Someone else thought it was too easy, but I thought it was perfect on difficulty. The comets in particular were challenging as they always seemed to head straight for me. Music added a lot to the retraux theme and the sound effects were spot on for that theme as well. The theme was apparent but not exactly innovative, but for a first game that is perfectly fine.
Overall well executed as a frenetic avoidance game. Great job!
The mechanics are simple, but effective. The variety of both the incoming speed and angle, combined with the number of different objects, works really well.
The retro feel works really well for game, specially in combination with the charming background music.
Making the game in only 6 hours is pretty impressive! Congratulations on your first Ludum Dare!
I managed to last for 10.45 billion years - hopefully, the inhabitants managed to get away from the planet before then.
>A limitless void.
>A small world, hurtling through space.
>How long will it last?
I liked how instead of "points" you had "planet population".
The game is simple so there's not much to say - the graphics were simple but they work. I didn't like the sounds and music that much though.
Huge plus for making it a browser game!
My biggest suggestion is to work on the difficulty balance. On my playthrough, I got to 17 billion years and got bored, so I stopped. Right now, it seems like there are two kinds of obstacles:
- The satellite things, which move extremely fast and are very difficult to react to.
- Everything else, which moves extremely slowly and is very easy to dodge.
For me, the gameplay pretty much consisted of watching out for the satellites, and this did get somewhat stale after 10 billion years or so, especially because the difficulty doesn't increase over time. I'd suggest increasing either the speed or quantity (or both) of obstacles over time, and maybe introduce new obstacles every 5 billion or so to keep things fresh. My favorite parts about these sorts of games are when it gets really hectic and your abilities get pushed to their limits, so yeah.
Overall, good job! I appreciated the details like the animations on the asteroids and planets; they really make the game feel much more dynamic.