Lunar Depot 38 by eevee


Defend the door on this tiny moon with your fish gun!
I've long wanted to try both a circular game world and a game world that wraps, so this was a great exercise! I hope the game is more consistently enjoyable than writing the shader was.
Built with LÖVE atop an engine I'd already written, but everything else was made (mostly by glitchedpuppet, who is some kind of wizard) in the past 72 hours.
Links
Bugs
Full disclosure! I made a bugfix release on Tuesday, April 25, at 09:50 Pacific time.
- The spaceship should not be stopped by hitting you or a fish. Whoops! Slightly game-breaking.
- Jumping on a steep slope should not launch you backwards. This was really annoying and inadvertently inherited from another game.
- The title screen now takes your keyboard layout into account when telling you the controls. The controls are in the same place on any keyboard, but the title screen assumed qwerty when telling you what they are, which could be rather confusing.
- Fixed some typos in the shop menu.
- Kerjiggered some numbers to make the game more fun. We didn't have a lot of time to test, so it was a little unbalanced, which I argue is a bug.
Also, some people see a moon that's much lower-resolution than intended, or a pattern of concentric circles. I don't have access to a machine that has either problem, and the handful of fixes I tried had no effect, so I can't do much about them. Sorry :(
Ratings
| Overall | 204th | 3.679⭐ | 30🧑⚖️ |
| Fun | 451th | 3.036⭐ | 30🧑⚖️ |
| Innovation | 461th | 2.964⭐ | 30🧑⚖️ |
| Theme | 166th | 3.821⭐ | 30🧑⚖️ |
| Graphics | 45th | 4.536⭐ | 30🧑⚖️ |
| Audio | 28th | 4.214⭐ | 30🧑⚖️ |
| Humor | 55th | 3.893⭐ | 30🧑⚖️ |
| Mood | 120th | 3.821⭐ | 30🧑⚖️ |
| Given | 15🗳️ | 20🗨️ |
By the way I really adore the little cutscenes in the beginning, for a Ludum Dare a well polished game!
The only thing i would recommend is not to make the game start in such a small window.

@tinyworlds It needs LÖVE 0.10.2, sorry! If that's Ubuntu, [this PPA](https://launchpad.net/~bartbes/+archive/ubuntu/love-stable) may help. Forgot to mention this on the itch page; I'll go fix that now.
This was really neat, I had a lot of trouble understanding how to progress. It was very difficult to actually kill things and earn money, and I wasn't sure where to go from there. The art is really fantastic! The audio is great! I'm very pleased with the mood!
My big issue had to do with controller consistency, I left detailed notes in the video on how it could be improved.
Unfortunately, the gameplay didn't really do much for me. I might have enjoyed it more if the waves were shorter and more intense. It also might have been more interesting if there were additional mechanics besides jumping and shooting: maybe some kind of interesting movement ability? I made it through to wave 3 and lost right before the end of the wave. Also, some of the aliens seemed to not stop moving while they're stunned (although I could still paint them if I managed to catch up), not sure if that's a bug or intentional.
Audio was quite good, the cat sounds were adorable, and there's a lot of music for a LD game. The world wrapping was also a good use of the theme.
That said, the art, music, sound effects, humour and especially that intro dialogue were all fantastic.
The music and sound effects were very well done, and very fitting for the quirkiness of the game. I really like the little pitch bends in some of the songs. A couple of the tunes reminded me of something you might hear in Splatoon :astonished:
The graphics were lovely, and the facial expressions worked well with the silly dialog. Also, the intro sequence worked really well for setting the tone of the game.
Now for the meat and bones:
The general progression of gameplay started off confusing, and I think this has to do with a lack of guiding the player. For example:
1. What does that bar stand for at the bottom right? And why does it change colors? I'm guessing it's completion percentage of the wave and the color means the painter is distracted, but even after beating the game I'm not 100% sure. I think some simple text on or beside the bar like "Wave 3" or "50% Complete" could clear that up.
2. As a new player seeing only the ship fly around, does that mean I should be going after the ship? It did encourage me to walk around the planet, but it took me a while to realize it was not my target. To add further confusion, when my bullets explode they seem to release something up into the air. I thought maybe I needed to time this right and hit the ship with them. Turns out that's not the case!
3. What can I interact with, and what can't I interact with? I have to be very very close to one of the NPCs in order to interact with them. I almost didn't realize I could interact with the shop because I couldn't while on the ground; I had to jump up before I could interact. Maybe putting a small "Press E to talk" or an animated picture of an "E" key being pressed above the NPCs' heads when you're close to them would be beneficial. In general, I wish I didn't have to be right on top of the NPC to interact.
4. How do I defeat enemies ~completely~? For this game, I think it's confusing for a new player to shoot an enemy and have it stay still; Is it dead? Am I supposed to do something else? I don't think the finishing move (paint) is explained clearly enough to the player, and since money is important for buying upgrades I think the player should have a better understanding of how they can achieve their goal from the start.
In my mind, one of the simplest ways to address some of these issues is with a small tutorial (perhaps the ship drops an enemy and one of the NPCs shows you how to take care of it: Bullet then Paint). Wave 1 is simple enough for the player to try some things out (I was able to pass it without doing anything), but it doesn't inherently guide the player.
Overall, I think this was well done. There's a lot of polish, from graphic and audio assets to difficulty curves and upgrade balances. Lunar Depot 38 suffers from a lack of initial player guidance, but I don't think it's detrimental enough to prevent a player from enjoying the full experience.
Great job. :thumbsup:
but hitbox are weird and so the game had a bad difficulty. Also the tiny aspect don't have really sens to me...
But really good job, polish the gameplay and you will had a cool game!
The thing that gets me is that CIRCULAR MOON EFFECT. I know in the end it's just a shader trick but FRICKING WOW. Plus there's the fact that the whole thing has gotten me thinking about a Floraverse theory I thought I'd safely discarded... XD
My first playthrough I went to the shop after after first wave ended and I think it got in a stuck state, so I restarted, but realized I hadn't talked to the mole (I think I tried the one painting first before the one at the door).
I failed wave 3 and 4, but then was able to get all the upgrades (other than the floor kibble...) and after that it wasn't so bad. I like that with full upgrades you could possibly hit the angels before you see them as the bullet would also travel around.
Interesting back and forth between the door and the painting. There was a meter for the painting, but not one for the door which felt a bit weird since both are important. Perhaps if the UI was presented as meters with the different moles or so. I thought some of the platforms on the planet (other than letting fish rain down) would be used for specific enemies or maybe even for bring down the angel ship but I guess they function mostly as just obstacles to get between places. I also thought the rainbow pool might have some functionality (I guess because it felt like a landmark). I felt some of the stun states for the angels could be a bit clearer since they since they are pretty small, but that's more of a minor thing.
Nice job!