Spaced Out by Roidz
The 80's are back in this Vertex style asteroids dodge 'em up !
Description
Your ship gets larger as time passes, and the asteroids get larger every time they collide with something, if they grow large enough they explode into 2 smaller rocks!
Collect power-ups to stay as small as possible, blow up rocks or get bonus points.
Don't crash into anything or it's game over!

Controls: - Left Arrow = Left Movement - Right Arrow = Right Movement - Space Bar = Thrust
- Alternatively you can use a controller or reset the controls to your own likings in the settings menu.
Tools used: - Unity - Fl Studio - Vectr.com - Photoshop
*Special Thanks to: * - Deozaan - Kristel
*Work Shedule: * - Day 1: 6.5 hours - Day 2: 5 hours - Day 3: 6 hours
Gameplay footage video
https://youtu.be/HNAeRZL1yrM
Ratings
| Overall | 296th | 3.669⭐ | 61🧑⚖️ |
| Fun | 293th | 3.551⭐ | 61🧑⚖️ |
| Innovation | 646th | 3.116⭐ | 58🧑⚖️ |
| Theme | 334th | 3.793⭐ | 60🧑⚖️ |
| Graphics | 226th | 4.017⭐ | 61🧑⚖️ |
| Audio | 139th | 3.741⭐ | 58🧑⚖️ |
| Mood | 218th | 3.59⭐ | 52🧑⚖️ |
| Given | 57🗳️ | 49🗨️ |
Perfectly fits into the theme too
The gameplay is a bit conflicted - the combination of the 1 hit death with the slippery controls that pushes the player towards being very very careful means that a lot of the game ends up being little bits of thrust and drifting towards targets hoping not to get hit. Much tighter controls might make the game feel more active and encourage players to go after goals with some kind of bravado. But the one hit death really takes that away.
Oh and I didn't even notice that the ship scale was changing on its own. Does the ship's scale actually mean the scale of all the rocks around? If so, then there's something to note - if the "world" scales, the the position of stuff would also change - not just the scale of all the rocks. So if the rocks are scaling only to communicate a scale change, it reads wrongly.
The icons are weird. The two arrows pointing outwards meaning "scale down" is completely the opposite of what is expected from that visual.
@eatthepath Thanks, about the sound. Are you experiencing this on the webgl build ? I know the unity webgl builds sometimes haves issues with looping sounds. That said, i just didn't had enough time to proper test the looping point of the music.
@tuism Thanks. The slippery controls are wanted. This resembles some of the classic 80's games i was aiming for. It feels hard at the beginning but after a while it gets easy and rewarding 'drifting' yr ship around the asteroids.
About the scaling: the ship scales over time, the asteroids on collisions. They are not tied together and scale up separate from each other.
About the arrow icon: This was a rushed job and i see what you mean. My goal was to represent 'scale' or 'size' with the arrows, not really scaling down (or up). Due to time restrictions i had i couldn't spent too much time on them and i was already happy that i could fit them in in time (last hour before deadline).
@samurai-ducks Thanks ! I was experimenting with visual 'speed' feedback for the ship but my initial results looked like shit and didn't fit the rest of the look of the game. I checked some of the oldskool vector games i was taking inspiration from and found that a lot of 'spaceship' games didn't had any visual feedback for a ship flying. Therefore i decided to skip the whole idea and used my time on more critical matters.
Did you manage to livestream some of the LD42 games ? if you, i would love to see the recorded video of it.
To everyone: Thanks a lot for testing and reviewing my game, i wills start returning the favour right now :)
It looks good, it plays well, and the music gets the juices flowing! Great little game :D
Thanks all :)
@kristov Yeh same here :) thanks
One small thing I would have liked is a small visual for the thrust... some small dots out the back of the ship or something.
I like that u added a button mapping in the settings
If you don't mind to give the game another chance, please do so and reconsider any ratings given.
Thanks in advance :)
I definitely could tweak difficulty though but because of the time restrain i didn't got to proper testing.
@cavalsilva @bustosman @doug-graham @iballs Thanks all :)
@rargrave yeh,others mentioned this also and i tried to implement this, but it felt rushed and made the game look a lot less nice so i decided to just get rid of it (for now)
At least we had the same rough idea to start with and went it slightly different ways from there. :)
One thing if i had to give feedback on ..it will be that when i press space it will be good to see some visual indication of the booster on screen as well along with the audio cue. It will help the game a lot i feel. Anyways...amazing work!
https://www.twitch.tv/videos/298139021## gameplay at 19:00ish
Graphics, sounds, ambiance and gameplay are amazing !
The physics of the ship are nicely done.
The game made me wanted to play several time for sure x)
Congratulations !
Thanks a lot all of you !
That's a really cool game!
All of you... Thanks !
@nam-nguyen i'm working on a post version that uses a lot of the feedback here,including yours.
Most of yr suggestions were planned but got dropped by the lack of time.
Thanks for playing !
The aesthetics work well, nice job!