Moonshot by Koolruz
Moonshot is a golf-based platformer, or a platforming-based golf game. Take a swing and launch yourself towards the moon to deliver the package!
You can hit R at any point to reset the level, for faster retries.
If at any point you're absolutely stuck and just want to see the rest of the game, you can type "cheatyface" to skip the level you're on :)



| Link | https://ild-games-llc.itch.io/moonshot |
| Original URL | https://ldjam.com/events/ludum-dare/53/moonshot |
Ratings
| Overall | 67th | 4.203⭐ | 34🧑⚖️ |
| Fun | 9th | 4.469⭐ | 34🧑⚖️ |
| Innovation | 193th | 3.828⭐ | 34🧑⚖️ |
| Theme | 838th | 3.625⭐ | 34🧑⚖️ |
| Graphics | 437th | 3.922⭐ | 34🧑⚖️ |
| Audio | 421th | 3.469⭐ | 34🧑⚖️ |
| Mood | 343th | 3.806⭐ | 33🧑⚖️ |
| Given | 24🗳️ | 31🗨️ |
On the gameplay side it's a decent puzzle game with some issues. First: it doesn't really explain the movement every well especially on the second level. where you only have one shot. and requires a specific hard way to beat the level
made harder by the fact that the info the game gives is kinda confusing. I thought the character was a rocket ship so i didn't know the Z sign was telling me to jump
Aside from the tutorial. one positive thing is that the movement feels really good and responsive. the issue is the puzzle can be a little too strict around it. For example one i got stuck on for a bit required me to know that holding Z down can make my jumps last longer(or make me go higher i dunno) to make me get through a sorta zig zag with some spikes in one shot. Put it simply there can be a problem where some levels often don't have a "easy but terrible time" option to them and require some pretty skillful timing just to even beat it
overall it's a good concept that mixes puzzle platformer with N style controls/difficulty exceptionally well. in fact i originally gave it a 3.5 in fun but after playing it a little more and mastering it's more harder bits it's easily a 4. It's also one of the games that would benefit from a timer and level select to beat your best times
I found it interesting that you saw it as a puzzle game first and execution-heavy platformer second, because I had been seeing it as a platformer first. That was an interesting perspective that I didn't have, and I really appreciate it! :)
It took me a long time to understand how to get past level II though (I see now the z is marked where I am supposed to press it again, but I still didn't make the connection)
here's a link to the VOD: https://www.twitch.tv/videos/1812705828?t=0h23m10s
I feel like the difficulty is very well balanced, it's on the hard side, but it doesn't take ages to complete a level. I think you didn't need so many levels to be honest (I mean it's cool tho, I'm not complaining), you could maybe have entered Compo with a few less levels?
Here’s the stream if you wanted to re-watch initial thoughts (timestamps in the description to jump to your game!) [youtube link](youtu.be/jljB3XXZHcg)
The squash n stretch anims were great (and when he drops the package off after landing. subtle but so good!), quick reset button much appreciated, and mechanics were taught well.
As for improvements
-I didn't see the need for having to press z to start the level. It made sense in Warp Glider because you didn't start on a platform, but I think just having it already started works better for this one.
-I think also the first level where you see the yellow things for the first time that lets you air jump, they could have been on the top part of the level so the player knows what it does sooner. I died a few times before I was even able to get to the them xD
-Another really minor thing, it would have been nice if it saved your launch direction if you died so you can readjust from there if needed, or so you don't need to set it to the same trajectory each time you die
-I think it would have been fine to let the player wall jump in the first few levels. With how tight the levels are, it doesn't matter so much, but it could be a little confusing if someone tries wall jumping and then it doesn't let them, then the next level expects them to.
-The only thing really missing was a music loop, even something short and simple would have gone a long way
Well done on this I had a lot of fun! I put a bunch for feedback, but it really was one of my favorites!
There actually was a quick reset button (you can press R to restart the level in case you realize you're in an unwinnable position), but it was only mentioned on the jam page so I don't blame you for missing it!
No lie: this was hands down the most fun game I played through the whole jam. You should make it into a competitive (or maybe even cooperative?) couch game, put it on Steam, and I will pay you money so I can get it and do remote play together with my friends. I would absolutely buy that.
Watching you play the last level made me realize that I should have lined that left wall with spikes to reinforce the intended route - I didn't see the wall jump you were going for when laying out the level, which made it into a pretty nasty unintended trap because of how barely doable it was! 😬
This led me to a pretty easy fix - Delay the transition to the player's death state by the same coyote time that normal jumps have, if they can do a double jump :) I wouldn't have realized how big of an impact on the game feel this would make without your feedback, so thank you!