Spider Collider by mooncalf
Spiderbro? Survive. Spider NO? Experience the foremost spider smashing simulator.
A to move counterclockwise.
D to move clockwise.
Spacebar to jump.
Win by jumping and landing until the counter reaches 0.
Left click a sphere to grapple. Grappling does not count as a landing.

Windows: https://dl.dropboxusercontent.com/u/32630250/spiderColliderx86.rar
OSX: https://dl.dropboxusercontent.com/u/32630250/spiderColliderOSX.zip
Ratings
| Overall | 156th | 3.78⭐ | 43🧑⚖️ |
| Fun | 36th | 4⭐ | 43🧑⚖️ |
| Innovation | 93th | 3.805⭐ | 43🧑⚖️ |
| Theme | 346th | 3.512⭐ | 43🧑⚖️ |
| Graphics | 388th | 3.512⭐ | 43🧑⚖️ |
| Audio | 115th | 3.75⭐ | 42🧑⚖️ |
| Humor | 312th | 2.8⭐ | 37🧑⚖️ |
| Mood | 343th | 3.306⭐ | 38🧑⚖️ |
| Given | 36🗳️ | 48🗨️ |
edit: it's fixed now so my comment isn't really relevant anymore
the only problem I could find with it is that in some levels you can jump off the top or sides and land on your starting rock, canceling it's momentum before it touches anything. I cheesed several of the levels like that. I also found that I never needed to use the grapple function, since I would always land eventually. perhaps a slightly slower version of the game with death walls would be more difficult?
But the game was still very fun and aesthetically impressive. Good job!
Thanks for checking out our game, [E.(a)T.](https://ldjam.com/events/ludum-dare/38/e-at). Much appreciated :slight_smile:.
I was really having fun, and beat all the levels (some of them are very hard)
The minimalist art fits perfect with the gameplay.
Just a few suggestions:
- The music is cool but doesn't fit your game (in my opinion). It reminds me a nostalgic race game. I think something more "minimalist" would be better.
- In some hard levels, it's easier to jump randomly as soon as you touch the other planet (this way you stay less time on the surface of planets, and reduce your chance of dying). To prevent this random playing, you could make a planet that kills instantly when you step on it.
- Another way to "cheat" the game when there is a lot of planets is by jumping only between the edges of the screen, where there is no planet to kill you. So, maybe you could have some levels with spiky walls in the edges, so the player have to use the center of the screen.
Great work!
Some nitpicks: It's a little bit buggy in the collisions if the planets move really fast, and you can cheat if you mash the space bar so the spider jumps between planets too fast.
But I enjoyed the game anyway, some levels are challenging and game is addictive; graphics are nice too.
Got a bug that spider stuck inside the planet lol

Well done, thanks for sharing!
If I had a couple complaints though :
The music looks out of place.
Most levels can be beaten by just spamming jump.
Some planets move really fast when knocked off.
Aside from that, it's all good !
- Graphics where very minimalistic(1bit) in a good way(nice and clean). I liked the particle effects on finish/ on die. These where satisfying.
- Mechanics are pretty cool and worked well. It wass fun to play and felt good. The grappling hook gave good air control and overall the controls where very simple so you immediately get started.
- Music was good but it could be a bit more adapted to the game.
So my game experience: The first levels where really beginner friendly with the small moving spheres. As soon as the fast once appeared it gets really though until you figure out that you can fly of the screen and appear on the other side. Here the game had some issues because you could just spam space the whole time and get through the levels without dieing (which kills kind a the purpose). Besides that "Bug" if you want to call it so the game was very enjoyable and at a very good state. Good work mate!
Cheers
I had times when I would move between to planets and die even when they were still, not sure if that was intended, but it is weird. Spamming jump works on a lot of levels, because once you reach zero it doesn't matter what happens as long as you land. Maybe add a second or two that the player has to stay alive after the final landing. Also, I think it may be a good idea to count the jumps as long as the player lands on a different planet, but it is just a suggestion.
Good job!
A minor annoyance was that when planets were resting on each other, and I moved close to them, I'd die.
The directions were also a bit counter-intuitive when upside down.
Still, I enjoyed it over all!
Sorry. This is, like, the 100th game I've reviewed and I'm a little cheeky.
This is fantastic! I'm a sucker for those old vector CRTs (I have a little dream that I'll own my own Asteroids machine someday). I don't think you quite pulled it off (missing the flickering and bright overlap points), but I am delighted you tried.
The music is FANTASTIC! THANK YOU for not just slapping a freaking chiptune track in there. There just aren't enough screaming guitars in video games anymore.
I also enjoyed the gameplay. I did complete all the levels. Had some trouble with the second one until I figured out I could wrap around the screen. The grapple in a good idea, but one I got the rhythm of things (Meaning, I guess, I was pretty much invisible as long as I was airborne), I barely used it.
Great game. I would have played more levels.
EDIT: Oh, I forgot one little complaint. Sometimes left/right was backwards from what I expected. I know, tough problem to solve on the spheres, but wanted to mention it.
Its a very VERY good game with a very polished feeling. I love how the spider moves and its animation ... The soundtrack fits perfectly in the game and the controls are very intuitive.
I don't know how other people are voting this game but for me its a 5/5 stars on almost all categories.
Great job guys!
1) I liked that you had a loader before the game started to tweak visual settings.
2) Great font! Reminds me of tempest!
3) Loved the gameplay -- the physics and spider flight are fun! This reminds me of a throwback arcacde game in all the right ways. The spider animation has just the right amount of detail.
4) MUSIC 100% AMAZING!
It was really fun and engaging, and the difficulty was just right, until I realized I could almost always win any level just by spamming space and not really paying attention to anything. This felt like it kind of broke the design of the game for me, since it made too easy and not very interesting. (I ended up finishing the whole game in a few minutes and on a lot of levels the only key I used was space!) I think what would be really awesome would be emphasizing the planet/momentum mechanic more. Maybe you have to touch every planet to progress a level instead of just landing a bunch of times? Actually it would be really interesting if you had to touch every planet in a specific order. Then you'd really have to think through where to go! Or if you want to keep it as an action game, maybe you (a) can't immediately jump off once you land, or maybe there are things on the surface you have to collect on each planet so it forces you to move around?
Overall, awesome work!
1. There is almost no danger going off the side of the screen, so the optimal strategy is to never stay in the centre of the screen and instead just ping around the outsides. To this effect you can actually just spam space from beginning to end and complete the entire game without dying. Either if you couldn't wrap off the screen or there was some danger, it would feel more skilled based.
2. The stakes don't really ramp up that much with the gameplay, it feels almost like the same difficulty of level randomly generated rather than a difficulty curve.
But, cool idea, nicely executed, fits the theme etc. etc.
Nice one.
The main mechanic is wonderful and the particle effects make losing quite amusing, so there was never a dull moment.
The introduction of the speedy balls added even more fun to the equation, and I would've liked to see more types of insane objects.
Music is brilliant and sound effects are on point.
Great job!
I found out that 90% of the time you can just jump immediately as you land and finish the levels almost instantly. The 10% is where there are too many adjacent balls, so you need to crawl to the edge and then jump. Maybe you should ban smartasses like me from playing.
The visuals were great - the animation, the simple visuals, the burst of particle effects - things are simple and nondistracting where they needed to be and bold when they needed to be. Really impressed with the presentation
Update: realised I didn't know about the grapple last time, I don't know that it's really needed. But it's cool. Maybe it should rather than pull the spider to the ball, pull the ball to the spider to get things moving.
The general idea is awesome and both music and graphics make the game really enjoyable. The sudden use of red together with the pixel burst when you are smashed are super effective.
If I was to suggest some tweaks it would be to the gameplay: I found myself just mashing space which worked out fairly well for most levels. The fact that the player has to wait half a second after landing before controls register again hinders the game flow a bit. I think I would have preferred instant reaction after landing together with the possibility to move mid-air a little. With tighter controls could have come more challenging levels, as currently the increasing difficulty mostly asks for luck instead of skill.
I could have done without the grappling hook, as I didn't use it at all. I think the reason for that was that it was controlled via mouse. Maybe you could try controlling it with the keyboard (A/D for targeting with an indicator that rotates around the spider when airborne). I think this would offer more consistent controls and might be more fun. In case you build a post-compo version that has this mechanic, drop me a line, I'd love to give it another spin.
Overall I enjoyed the game a lot, despite some minor issues with game flow. The idea was quite unique and well executed, good job!