Sling Ship 🌏 by Quoclon


Try It!
Itch.io: https://quoclon.itch.io/sling-ship
About Me (brief):
I've been playing around with Unity in my spare time for the last 6 months or so. This is my first ever 'complete' game, and I'm proud to have done it in just over 48 hours. This was a challenge, and I found that just getting rolling was one of the hardest parts. I actually started developing two different games through the 48 hours, and what they had in common was utilizing gravity and joint/rope physics. I'm very happy with the result, and hope you enjoy!
Story:
Sling Ship is a about an small exploration space-ship from Earth (our Small World), that was sucked into a black whole on an expedition. With limited power, and only a tractor beam to assist in the journey, the ship and crew must jump between black holes in hopes of making their way back home. [Original Name: Sling Ship: Search For A Small World]
Gameplay:
- Utilize your tractor beam, and the gravity of planets to make your way across each level the the Red black-hole
- 6 levels with open ended solutions
- Your ship will be destroyed if you crash into any planets/asteroids
- You can tractor beam planets but not asteroids (there's 3 asteroids in the first level)
- Game Over if you go outside the play space (unless you're currently latched to a planet)
- Time is limited (Game Over for that level if it reaches zero)
- Beam is limited in amount and distance (But no auto-loss if you run out)
- NOTE: I ensured I was able to pass each level before saving (some are pretty easy, some pretty tough)
Controls:
Mouse-Click on a planet to fire a tractor beam towards it (limited range) Mouse-Click again to release the tractor beam
TODO:
- Think about different level designs based on how the planets react (Maybe create a level editor)
- Improve the position of the Tractor Beam (on moving planets I attached to center rather than exterior of planet)
- Improve sound
- Implement Score after each level (maybe based on Time Left + Tractor Beam left)
- Create a high score system
- Improve the UI
- Improve how the game looks on mobile (all the UI is very small) and mobile functionality
A few resources I used:
Basic Unity Tutorials https://www.youtube.com/user/gamesplusjames
Black Hole Clip-Art: http://bit.ly/2pVOIBW
Pixel Planets https://www.assetstore.unity3d.com/en/#!/content/53066
Kenny Assets (UI) http://kenney.nl/assets
Ratings
| Overall | 425th | 3.304⭐ | 48🧑⚖️ |
| Fun | 318th | 3.283⭐ | 48🧑⚖️ |
| Innovation | 289th | 3.304⭐ | 48🧑⚖️ |
| Theme | 516th | 3.174⭐ | 48🧑⚖️ |
| Audio | 473th | 2.356⭐ | 47🧑⚖️ |
| Mood | 654th | 2.619⭐ | 44🧑⚖️ |
| Given | 23🗳️ | 60🗨️ |
I'll definitely be coming back to try again at some of the levels. Nice entry!
The concept is so simple but very attractive, one of the best mechanics I've played so far! I probably won't stop playing until I pass all levels.
As feedback all I can say is that you could decrease the volume of the SFX. Right now it sounds a little loud.
Good game!
when you can grapple to a planet, gravity fields, etc.
Thanks everyone for the feedback so far. Looking forward to more suggestions!
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Come check our game, we're in space too! :)
The game is quite hard which is not surprising for a first try but the mechanic is simple and quite intuitive so this is not really frustating.
By the way I succeeded at the second level at my first try. I was amazingly proud. Ok maybe I was lucky :wink: But then I made it to the end so I guess I am awesome. This is a very good sign because I usually am not very tenacious.
For the control I think it would have been better to force the player to maintain its click and to realease the beam when the player realease its mouse button. More intuitive for me. But maybe this is just my taste.
Overall a really great submission for this Ludum Dare! :smile:
Was a bit confused at first but soon got the hang of it and had some fun.
Hope you can check out mine too - https://ldjam.com/events/ludum-dare/38/island-attack
I wonder if the first level is too hard. I kind of wish I had a practice level to get my bearings a bit. Also, some kind of visual to show me how long my tractor beam should reach.
Definitely something to expand on!
Other than that really fun game. I actually enjoyed the difficulty after some time :)
Good work!
Oh and one thing I would say is that there were a few times when I hit the reset button instead of the next button because I was used to hitting the reset button so many times. I would also suggest moving the reset button for when you win so not to accidentally press it.
The function of tractor beam is ambiguous for me at the beginning.
But after some trial and error I get used to it and clear the level.
The combination of gravity and joint is a good concept, I think it could be more polished.
Nice done :)
Great Job!
The planet-slinging is a great core mechanic and you've got a pretty decent feel on it here. The puzzles that you've built on top are also very nicely done, and I appreciated that there were obviously multiple solutions, and I could feel clever if I got a cool one.
I beat the whole thing, and a bunch of the levels twice. Some of them were very tricky in cool and different ways. One time I nearly beat a level by slinging around and bouncing back off my starting black hole and falling all the way to the goal, but I missed by like a centimeter!
I'm a stickler for fluid controls, so I always tinker a bit in these games and try to provide a few points of feedback, here are some I noticed for your game:
- I didn't discover the R key soon enough, I was getting tired of waiting for inevitable failures to play out and then clicking the button. I tried the R key at random and it was a huge improvement in my quality of life, especially as the levels got harder. (I had to retry some of them a lot.)
- I would suggest one change to the way the clicking works. Right now I always must click to undo the beam. I'd suggest that while slinging, if I click a second time you check: if I clicked on empty space you release the beam. But if I click on a planet in range you cancel my old beam and immediately go into the new beam. Right now I have to double-click in that scenario and it feels less smooth. This is the ultimate moment of your core mechanic playing out, when I'm chaining slings together, and you want that apex moment to feel smooth. I think it could be polished a little, though I'm not sure my specific suggestion is the best, you'd have to experiment.
Those are small items though, just trying to have feedback here!
I enjoyed playing through the whole thing, it was an original experience with a cool core mechanic and it was very satisfying to solve a level. Great job!
I actually didn't know there was a way to restart the game, sometimes I would have to wait for the ship to crash. It was fun watching it interact with the planets though. Also the difficulty curve through the levels was up and down sometimes, but that's fine, you probably didn't have a ton of time to devote to level design. They were all doable and challenging, and I had a lot of fun!
Nice work!
The general idea for the game mechanics is absolutely great, but I think you could implement the controls and feel of the ship in a better way. I have a few irks with this that could be so easily adressed, they are:
1. You can't tell at all where you are pointing your beam to, so at firt I thought you only tethered to the closest planet by just clicking, but later on I caught on that the mouse position is crucial. This could be fixed with a simple arrow pointing towards your cursor or even having a player sprite with a distinct front always facing to the cursor.
2. You tether to a point on the surface of the planet instead of the center of the planet, this confused me as the rigid feel of the tether felt more appropiate to fixing an orbit on said planet, if you want to attach to a point of the surface maybe some elasticity on the beam would make it feel less jarring.
3. There's no way to know how far you can go beyond a planet to still be able to attach to it, making planning your moves harder. Easy fix would be to draw a faint circle with the player's beam reach.
All in all a great concept at work with good potential for interesting puzzles and game dynamics. Some work on it to polish and reach said potential is needed but is completely achievable. Great work!
Graphics: Really liked the graphics on your game. The background was nice but not distracting and the planets were varied and interesting. They added a great touch of polish which is a real differentiator for LD games. Some suggestions I would have would be to match the resolutions of the game objects, and settle the colour palette down on certain levels. I found the screen looked a little busy at times. Also, I think that making the player ship a slightly more complicated shape (e.g. a triangle like from Asteroids) might help the player guess the trajectory of the ship when they let go of the beam.
Audio: The sound effects in the game sounded really professional and the BGM is a great thing to have. The little touches of polish always go a long way to set your game apart. One comment I would have here is to match the gain a little more closely - some sound effects were much louder than others (and the BGM), which prompted me to turn the whole thing down.
Gameplay: I liked the difficulty of the game, but there were a couple of things that would make gameplay a little more intuitive and fair. Like many of the above, I think that the tethering system could be a little more intuitive. Many suggested using the center of the planet, although I like the idea of the surface, since your velocity gain can sometimes be more the closer you let yourself come to the planet, adding a risk/reward element. This clashed a little with the limited beam time mechanic however, and frequently I found I ran out of gas because the spin was slower than I expected. In keeping with the gas use theme, I think the beam could recharge quickly when not in use, incentivizing minimum use but not punishing you for the sometimes unintuitive physics. Also, I think that the radius at which you can attach to the planet could be made more clear, as did many previous commentors. Some polish elements you could also add: (1) let the player choose when to launch the ship. Since it launches automatically I was caught off guard the first few times and since I didn't recognize the ship's shape right away I was confused at first what was going on. (2) add a 'restart' button. The countdown timer is too long on most levels and you can become stuck. It's no fun to refresh the page when that happens, and waiting is kind of a pain too. They're easy changes to make a big difference to the UX!
Thanks a bunch for your submission, it's really polished and a great idea for your first entry. Looking through your To-Dos, I really liked the level editor idea and score system. I agree with you on those. A ghost racing system could be fun too. Hope you had fun making the game and enjoy the reviewing! Hope to see you back at LD again :D