Orbital Rescue by ZebraInFlames
Bold astronauts are stuck in orbit, forever looping around different planets!
As a spacecraft commander, you must fly in orbit and rescue the stranded astronauts.
Playable at itch.io: https://zebrainflames.itch.io/orbital-rescue
Avoid using too much fuel for maneuvering - let gravity assist you ;)

| Youtube | https://github.com/zebrainflames/stuckinaloop |
| Youtube | https://zebrainflames.itch.io/orbital-rescue |
| Original URL | https://ldjam.com/events/ludum-dare/47/orbital-rescue |
Ratings
| Overall | 305th | 3.44⭐ | 27🧑⚖️ |
| Fun | 209th | 3.52⭐ | 27🧑⚖️ |
| Innovation | 309th | 3.3⭐ | 27🧑⚖️ |
| Theme | 464th | 3.2⭐ | 27🧑⚖️ |
| Graphics | 408th | 3.16⭐ | 27🧑⚖️ |
| Audio | 321th | 3⭐ | 26🧑⚖️ |
| Humor | 300th | 2.542⭐ | 26🧑⚖️ |
| Mood | 390th | 2.979⭐ | 26🧑⚖️ |
| Given | 44🗳️ | 22🗨️ |
The yellow planet one is a bit hard btw :>
I got stuck in the loop of that level)
@tryston to be honest, that is a bug - didn't have a chance to figure out why it happens yet... so let's call it a feature until then? ;)
Haven't seen such idea before. I really enjoyed it and passed all levels.
The only small feature I missed was to be able to restart even if there was fuel left.
Great entry :thumbsup:
The bug you mention has been reported by others as well, will have to figure out what causes that :)
The game is built with Godot engine - for such simple levels I think it ought to be enough for level design: I can save individual levels as separate scenes that are then loaded up - the code for this is currently buggy, I think, but improving on that should be doable.
There are importers to Godot from Tiled though, so that is an option! I think I'll just have to spend more time on level design to improve that aspect.
@steambrain my original plan was to add some sort of landing mechanic, but I ran out time - maybe that was a good thing :)
Thanks for playing and the feedback to both!
I think I'm going to add restarting at any point to the todo for the post-compo version :)
Consider starting the scale thing earlier, way before the lander comes near the screen edge. Otherwise it *appears* to switch to some weird rectangular motion which is confusing.
PS: thanks for not implementing planet collisions :sweat_smile:
I've actually changed the camera/zooming code changes in a post-compo version already with wider (and equal on all sides) margins. I think I'd need to add some sort of background to also hilight that the camera is zooming out, now it's initially a bit hard to notice.
I think showing the path the ship will take would be a worthwhile addition, as orbital mechanics and fuel management are already enough of a challenge. That would allow you to add even more difficult levels!
@thewustache  I've actually started implementing that sort of thing :)
I found myself just tediously waiting around a lot of times.
The gravity was a bit wonky at points, I was sitting on one planet then suddenly started drifting off of it onto the other planet with touching anything.
There were times where I think I could have used the last bit of my gas to land, but I think I would have lost anyway? I was drifting far too slow to wait and see if it'd let me win anyway.
But the concept is good and with a little polish this could be great game. I see you're working post-jam so I'll likely check back.
I'll try to make the level layouts a bit more stable in the future (e.g now in the level where there's one large and one small planet, the gravity of the large planet is quite overwhelming which might explain the behaviour you got).
Also currently it's fine to land with 0 fuel, I'll just have to make that clearer :thinking:
It's also nice that when you suck at a level, after a few times it becomes easier because some of the astronauts.
Nicely done.
Cheers