Chuck Yeager's Jet Janitor by Shawn Moore
What if Luftrausers plus shuffleboard?
That's right, it's…
CHUCK YEAGER'S JET JANITOR 🛩️🧹
Here are some metrics I tracked making this game!
- 2000 lines of pure JavaScript using Phaser
- 34 pieces of art in Aseprite on iPad with Pencil, using AdamCYounis's Apollo palette
- 14 sound effects in Chiptone
- 4 songs in Abundant
- 101 todo items checked off in OmniFocus
- 400,149 keystrokes
- 3 twitch streams totalling 31 hours (the vods are 28 gb)
- 10,881 screenshots (13 gb) for the time lapse
- biggest time wastes: trying to give other planes AI for dogfighting (3? hours), implementing multiple weapons
- 14.5 hours spent coding, 6.5h on art (my goal was more than 6!), 4.5h on design, 1.7h on sound effects, 0.9h on music, with 20 hours of rest. here's what it looked like (each box is one minute):

| Link | https://jet-janitor.sartak.org/ |
| Source (JavaScript) | https://github.com/sartak/jet-janitor |
| Dev Timelapse | https://www.youtube.com/watch?v=leZ_qDkqq4k |
| Original URL | https://ldjam.com/events/ludum-dare/48/chuck-yeagers-jet-janitor |
Ratings
| Overall | 144th | 3.86⭐ | 27🧑⚖️ |
| Fun | 63th | 4.02⭐ | 27🧑⚖️ |
| Innovation | 125th | 3.88⭐ | 27🧑⚖️ |
| Theme | 496th | 3.5⭐ | 26🧑⚖️ |
| Graphics | 354th | 3.58⭐ | 27🧑⚖️ |
| Audio | 184th | 3.64⭐ | 27🧑⚖️ |
| Humor | 72th | 3.739⭐ | 25🧑⚖️ |
| Mood | 356th | 3.4⭐ | 22🧑⚖️ |
| Given | 22🗳️ | 25🗨️ |

Thank you for the kind words and the fair shake despite the issues!
Very nice entry :thumbsup_tone1: kind of reminded me of an old game :thinking: Turbo Raketti :smile:
I hope you'll drop by mine and give it a spin :wink:
:purple_heart: :dart: :frog:
Thanks all for the kind words! <3
I really enjoyed the damage to the ships being taken out of your paycheck. It was also pretty funny that destroying a ship was a perfectly acceptable way to "solve" the level.
Loved the Millennium Falcon appearance, of course.
I found that the gravity was a bit too quick to really make use of the weapons fully, and I was pretty bad a steering with the afterburners on, so it was easier for me to just dodge everything and drop the ships into the goal. It was helpful to clear out the mines though.
One thing that I would have loved to see would have been different speed, weights, turning, and thrust on the different ships, or perhaps an incentive to strategize depositing certain ships before others. So the only real criticism I have is that it felt like I was playing the same level over and over depending on how many ships there were. Seeing as how you mentioned accidentally wasting time on different weapons or AI for dogfighting, I assume you probably had that stuff in mind too.
Really good work!
I really enjoyed the damage to the ships being taken out of your paycheck. It was also pretty funny that destroying a ship was a perfectly acceptable way to "solve" the level.
Loved the Millennium Falcon appearance, of course.
I found that the gravity was a bit too quick to really make use of the weapons fully, and I was pretty bad a steering with the afterburners on, so it was easier for me to just dodge everything and drop the ships into the goal. It was helpful to clear out the mines though.
One thing that I would have loved to see would have been different speed, weights, turning, and thrust on the different ships, or perhaps an incentive to strategize depositing certain ships before others. So the only real criticism I have is that it felt like I was playing the same level over and over depending on how many ships there were. Seeing as how you mentioned accidentally wasting time on different weapons or AI for dogfighting, I assume you probably had that stuff in mind too.
Really good work!
Tweaking the control parameters per ship would definitely be a really nice addition! But sadly yeah I had to deprioritize it due to jam constraints: dev time, but also playability. Players will spend only a few minutes with the game, so I thought it was important to give them as much time as possible to build a mental model of exactly one set of controls, since it's difficult enough to get the hang of even just that. In a longer game though, with progression and whatnot, we would have the luxury to not let the player get too comfortable, and maybe give them the opportunity to choose their upgrades and deal with the consequences (which is what my primary inspiration for this game, Luftrausers, does). In any case, I definitely hear you that it causes levels to feel pretty samey, especially for that last level where all seven ships are at play. I suppose slightly more complicated/larger levels, and putting ships in more different areas of the levels, probably would have been a good enough solution for the jam ... next time! 😄
You can find the timestamp of when your game was played here: https://tinyurl.com/LDJAM48-ursa
Graphics were simple but I think they were perfectly serviceable. Everything was easy to recognize and played nicely.
I wasn't sure about the hitboxes though. They seemed to be large and I swear I was getting hit with missiles before they actually made impact.
I also found that I was better off just ignoring the enemies altogether and just flying for the water. The level with the mines around the water was nice because it forced me to use an ability that I was otherwise ignoring.
Well done!
the best for future versions. Thanks for the game!