Adriift by Ace17
A relaxing space exploration game
After the space station has exploded, find the remaining beacons between the scattered debris. They emit light, and a beeping sound, which can be heard by pointing your ship to the sound source. Will you find them all?
PLAY WITH SOUND!

Controls: - space: to start the game - mouse + WASD (or direction keys) - alt+enter : toggle fullscreen - left control: toggle mouse grab
Tools I used:
- My custom "native code" engine
- Git / Vim / GNU Make / GNU G++ / SDL2 / OpenGL 4.6
- Blender / Gimp / Audacity / BitwigStudio
- Access Virus TI Synthesizer / Studiologic SL 990 XP
There’s a native version for MS Windows and GNU/Linux (same archive). There’s no web version this time, but the download archive is small (nearly 3MB). You will get smoother graphics, and the ability to play in fullscreen (Alt+Enter), for a more immersive experience.
The reason why there’s no web version: I use a custom-made engine, based on OpenGL 4.6 + SPIR-V. There’s no support for SPIR-V in WebGL - and it's a pity.
| Original URL | https://ldjam.com/events/ludum-dare/59/adriift |
Ratings
| Given | 12🗳️ | 2🗨️ |
When gliding from beacon to beacon, it often feels like I'm not moving. having some other points of reference, like smaller debris, might give the feeling of movement.
> the ship moves at a constant speed and ignores momentum is kind off,
@wo-ri-gou-le indeed, I had a dilemma here ; having realistic physics (no friction, conservation of momentum, need to explicitely decelerate ) here would have made the ship a little more difficult to control (e.g it would be easy to get lost in space), but also, more fun. But I wanted the game to be about calm exploration, more than pilot skills.
Thus I hesitated, a lot, and finally, I went with the "descent" style of controls. The irony being, some ( @mossgames ) have told me "the uncontrols are a bit unclear" :rofl:
> I wish there was some sort of puzzle or story with each pickup.
@tinykidtoo me too, definitely. I can totally envision the potential for a story here. Some chunks of text providing clues to a story could have done the job , too bad I didn't think of it!
> When gliding from beacon to beacon, it often feels like I’m not moving. having some other points of reference, like smaller debris, might give the feeling of movement.
@pincushion you're totally right here. Finding the sweet spot between a huge empty space and a floating junkyard turned out to be harder than I thought :smile:
Using a custom engine is a great experience. This has some limitations and requires some skills, but there's no limit to the amount of control you can have on the final product. So, it's definitely worth it!
Thanks to all of you for playing!
> There’s no support for SPIR-V in WebGL
I admit I haven't looked into it, but isn't WGSL supposed to have a 1:1 mapping to SPIR-V? I'd think you could use that if GLSL doesn't have what you need.
By the way, it appears you have some rendering artifacts when overlaying the hud with the distant beacons - the beacons cause the hud to stop rendering where it overlaps. 