Hyperloop by jmoocow2003
Your hyperdrive is on the fritz! It seems you broke it while doing a dangerous cargo run. Upon closer inspection it appears that it is warping you between three undiscovered systems, on loop. These systems are heavily guarded by strange drones, but they’re dropping the resources you need to repair your hyperdrive! Destroy the drones and collect enough resources to escape this hyperloop you’ve found yourself in!




| Youtube | https://jmoocow2003.itch.io/hyperloop |
| Youtube | https://www.dropbox.com/sh/ibye3kfmfvw86ke/AABQyd6m-XK9kV2h5YvD4k_ka?dl=0 |
| Original URL | https://ldjam.com/events/ludum-dare/47/hyperloop-1 |
Ratings
| Overall | 427th | 3.205⭐ | 24🧑⚖️ |
| Fun | 289th | 3.318⭐ | 24🧑⚖️ |
| Innovation | 476th | 2.909⭐ | 24🧑⚖️ |
| Theme | 517th | 2.977⭐ | 24🧑⚖️ |
| Graphics | 427th | 3.091⭐ | 24🧑⚖️ |
| Audio | 201th | 3.364⭐ | 24🧑⚖️ |
| Humor | 351th | 2.333⭐ | 23🧑⚖️ |
| Mood | 495th | 2.682⭐ | 24🧑⚖️ |
| Given | 20🗳️ | 28🗨️ |
My main gripe with this game would be that there's little feedback on player interactions. For example, the Help tells me that WASD moves my ship, but I basically just have to take your word for it, as the camera is centered on my ship and the background doesn't move either. Also, there appears to be little penalty for just hitting the spacebar and jump all the time, which makes the game too easy (whereas staying in a system for long makes it impossible).
Oh, speaking of the backgrounds: I loved how you made the three systems feel a little different by adding different types of enemies. That gives the game more depth.
Two types attack on player is powerfully
Cool AI: various enemies, bullets, and how they keep distance.
( though at first it's hard to distinguish bullets from resources :D)
Liked the extras section ;D
But I didnt' seem to understand how the switching between battle and moving in loop works... I can just switch to loop movement at any time in battle? And its purpose is regenerate my hp and second weapon ?
Btw I feel like our projects got something in common with idea of collecting resources to get out of the planet)
@corporation Thanks for the feedback! I was originally gonna model an actual bullet but completely forgot about it until way later and ran out of time, heh. I'll be sure to check out your game as well, to see that commonality :)
Now I understand why there were so many enemies and it was incredibly difficult to fight after staying for several minutes and didn't know when it would end :D
That being said, I was a bit confused about the secondary gameplay loop. I didn't notice that different systems dropped different materials so I didn't understand the purpose of the warp outside of refilling health and ammo. Even something simple like colour-coding the text on the warp screen to match the planet they're found would help bring that across better.
Fun game! its kind of hard to tell you're moving unless there's a bunch of enemies around you. I think you could definitely add more feedback to the game when you get hit/ hit enemies - that would go a long way in improving game feel.
Congrats on your first compo/jam! Solid work :D

There was fun to be had with this game. I'd say I enjoyed the gameplay loop if the pun hadn't been overused this much, but yes, I love good old top down shooters. For a compo game, this one had a fair variety of enemies, mechanics and even length. It was rather impressive! Your experience on this shows quite well! Keep it up! :whale:
It was nice to have some music. but didn't really fit the mood. I wasn't really sure what mood your were going for , since it was all over the place. The art direction was pretty rough as well and could really use someone looking after it. I know that it is super hard to make a game by yourself and I'm still flabbergasted that people actually pull it off (you included!) but it is obvious, that some parts are left on the cutting room floor. Maybe try to find an artist next time to collaborate with. A game is a lot more then just the sum of the parts it is made out of. So a good art direction and/or sound design will elevate your game play visions A LOT.
Keep it up :)
@shp always nice to hear someone finished the whole thing, thank you :)
@niterich That's a good point colour coding the text on the warp screen, I'll consider stuff like that for next time. Thanks for playing :)
@blue-pin-studio honestly I kinda just threw together the music last minute running out of time and thought it was alright, but knew it wouldn't be for everyone, so that's why I added the mute button ;)
Oh, and I did want to add ship upgrades that you spend resources on at some point, but ran out of time :/
@duke Thanks for the in depth review. I'd like to take a moment to comment on your points. The movement of the ship is probably the thing I got the most criticism on, and rightfully so, I can see why it would be hard to see the movement. To go in more depth, the ship was supposed to act a little more realistic than most arcade shooters, basically you accelerate in a direction with a certain button press until a max speed is reached, and you won't slow down unless a button in the other direction is pressed, since there's no drag in space. In hindsight it would really help if I added debris or something in the background that's a lot closer than the planet so you can actually see your movement (I mean, I personally could see the movement, but of course I could, I am the developer after all lol). Next point, what you were supposed to do. It says in the info section what your goal is, which was collecting resources to fix your hyperdrive, but that was a wall of text and I didn't really expect anyone to read it anyways lol, don't worry about it. To the point of enemies piling up endlessly, the goal of that was to force you to use your jump drive to move onto the next system (hold space), as a sort of tactical retreat when things got too heated. When you entered warp it would be a time to recuperate, let your shields and secondary weapon charge back up so you're ready for the next system. The "loop" you're stuck in is a hyperloop between 3 star systems, where you collect resources to escape the loop, is what I was going for anyways. About dodging bullets, again that kinda requires the knowledge that your ship is more realistic than typical arcade shooters (not super realistic but more than usual, I think). The hit-scan undodgeable enemies you were referring to I'm going to assume were the laser ones, and those weren't meant to be dodged but rather quickly taken care of before they piled up too much and you'd be forced to retreat (they did minimal damage anyways). When it comes to shooting enemies, the bullets would shoot forward and you kinda have to lead your shots if you're moving in a certain direction, again it ties in with the movement. For music, read the stuff I said to blue pin studio above this wall of text. I'm not really sure what kinda mood I was going for either, honestly, I have nothing to say about that lol. The art was definitely programmer art and I knowledgeable that. I know people who can do art better than me, and would probably like to do a jam with me, especially if I made this game 2d instead of 3d, but my goal with this game jam was to see if I could make an entire video game by myself from scratch, so I didn't want to find an artist. Perhaps next game jam, we'll see ;)
Again, thank you for the in depth review, I enjoy those, and thanks for playing :)