Sol Probe Power by GettingRekt
My first game ever, created in 48h for Ludum Dare 39.

Guide your probe to get all the light bulbs and into the worm hole before you run out of power.
Mechanics
- Keep line of sight to the sun for extra battery, closer to the sun equals more charge!
- Get close to sattelites for better control and thrust
- Find all the light bulbs
- Escape the solar system!
Hint
The probe will be difficult to control when outside antenna range and the battery will not last long on the far side of the planets. Use gravity to your advantedge!
Links:
Behind the scenes:
Extra Credits
Thank you for all Youtube tutorials: - Brackeys - Sebastian Lague - Quill18
Screenshots


Ratings
| Overall | 461th | 3.091⭐ | 24🧑⚖️ |
| Fun | 466th | 2.864⭐ | 24🧑⚖️ |
| Innovation | 211th | 3.364⭐ | 24🧑⚖️ |
| Theme | 106th | 3.909⭐ | 24🧑⚖️ |
| Graphics | 261th | 3.455⭐ | 24🧑⚖️ |
| Audio | 367th | 2.682⭐ | 24🧑⚖️ |
| Given | 19🗳️ | 14🗨️ |
**Overall game impression:** A little on the hard side I'd say. It's definitely not easy fighting gravity and controlling the probe to push the light bulbs around. Very unique and interesting idea I think. Felt really cool and was really fun to play once I got the hang of it. Well made. The gravity pull must've been really hard to program.
**Suggestions and comments on improvement:** Lower the gravity pull so you don't stick to objects as much maybe? Other than that not really. Pretty cool overall!
p.s. check out my game as well please.
even zoomed out, it wasn't clear where I needed to go.
1: The ship is really dark for me, it's hard to know what direction I'm facing unless I thrust.
2: I wish zoom out zoomed out a bit more - I felt a bit directionless overall.
The controls are a bit hard to master, but it's overall well done. Congrats, especially if it's your first game!
Now I think your game could have used a bit more info on where to go, or how to properly control the ship, as well as a better audio. I know it's space, but I think the game sounds too empty. Otherwise, the game is quite fun and quite pretty, and the idea is really good.
```
void OnTriggerStay(Collider other)
{
if (other.gameObject.name == "Player")
{
float distance = Vector3.Distance(other.attachedRigidbody.position, transform.position); //Get distance
float gravityPull = (gravityForce / (4 * Mathf.PI * distance)); //change pull according to distance
var heading = other.attachedRigidbody.position - transform.position; //get direction
other.attachedRigidbody.AddForce(-heading * gravityPull); //pull with direction
}
}
```