DeepTech Industries by Acdia
DeepTech Industries, one of the leading tech companies, changed their charging plug for many devices from MICRO-USB to their own invention: "THUNDER". The lack of compatibility makes you angry... So you decided to destroy their main server! What is running on it? I don't know, but it's probably important.
Navigate or explode your missiles way through 5 (or 6) levels to the server and blow it up!
This is a trailer: https://youtu.be/etJ3zij0Sl0
This is a screenshot:

Changelog (on the itch.io page there is a PostJam version with the following fixes / changes): - removed "NextMissile screen on start" bug - activated forgotten missile exhaust particle thing - decreased the missile size by 20% - enabled faster turning for the feeling of better control (it still drifts around as usual)
Btw: If anyone wants to use code (, assets), etc, feel free but let me know.
Ratings
| Overall | 373th | 3.558⭐ | 28🧑⚖️ |
| Fun | 302th | 3.558⭐ | 28🧑⚖️ |
| Innovation | 122th | 3.885⭐ | 28🧑⚖️ |
| Theme | 609th | 3.32⭐ | 27🧑⚖️ |
| Graphics | 602th | 3.173⭐ | 28🧑⚖️ |
| Humor | 170th | 3.31⭐ | 23🧑⚖️ |
| Mood | 592th | 3.02⭐ | 27🧑⚖️ |
| Given | 32🗳️ | 28🗨️ |
I DID IT x)
Nice game :) I am used to say only bad things so I don't have much to say... Maybe the sound of the misile is a bit repetitive.... BUT IT IS FUN WELL DONE :)
I made a small video of the level -4 who droves me MAD BECAUSE OF THE ORIENTATION OF THE SERVER ^^ nice
Btw impressive run on Level -2!
I think you should add 3d person control to rocket
Controlling the rocket feels just amazing! And it's just as fun to destroy the walls as to dodge walls and furniture to reach the goal!
The sound effects are olso not offensive.
What did you use to make the wall? was it just a mesh generated with blender or you made it with code?
Also people are talking that level 4 is hard but if you just blow the wall to the left of the server you can use the space there to turn around like in the video https://streamable.com/os2bka
@maximbegunov thats (on level 4) a option I didn't consider myself, but nice that you found it. The thing with level 4 is that I wanted to have a level, which is not solvable with only exploding all the walls.
here is my attempt of playing the game:
https://youtu.be/0z55FhSrZ-A
Enjoy :)
In case someone else gets **stuck** and looks here to find an answer:
-You need to fully enter the transport things with the blue light
-If it gets too laggy, you can deactivate the decoration - that helps a bit
-If you turn, be aware that the rotation will invert (if you fly down, turn 180°, you will fly up)
Thank you my fav entry for the moment.
I really like the unlimited lifes, and that rule : "more you play more the game is easy". Very smart Game design spirit.
You are part of the hole team, aren't you? I commented it already, but that game is great. So in case anyone reads this: check it out! https://ldjam.com/events/ludum-dare/48/hole-1
Struggling to navigate the doors? take the direct route!
Level -4 was annoying. I kept hitting the server doors over and over...
@sparked99 Definitely! I tried tweaking the controls a bit in the PostJam version (you can steer with more force, but the missile is as drifty as before). I struggle with the sounds every time, so I might not be abled to improve them a lot, at leat with my current knowledge.
Thanks for both of your feedback! Seems like destruction was the right chioce for this game :)
The fourth level was a shame for me x) (I spent more than 10 missiles). Anyway, the destroyable walls make the game really fun and addictive, great job!
But since it seems to be a thing, I think I'll do what always is done for anything new - invent a name and an abbreviation (thanks DeepL!). So lets use Mono Missile Run, MMR for short (quick google search to check any other meanings - seems to be a vaccine - save to use). So I challange you all to do a MMR for each level. If anyone gets one for every level, I'll ... what could I do?... I don't know - put their name in the title screen of the game or write it on the tables. Anyway I would be really impressed! Currently I have MMRs for Level 0,-1,-2 and -5. Can you beat me?
@jk5000 thanks for your comment! the hitbox seems to be a big difficulty / problem. I'm searching for a solution and did a first try in the PostJam version by decreasing the hitbox size a bit. This however isn't optimal. Maybe I'll find something later.
being able to brute force (pun lol) your way into the server was cool. i love smart adaptable difficulty systems like this
Who would have thought that controlling the rocket can be this hard? Anyway, fun way to spend time for sure. The hitboxes on the server were a little too tight for me - was really upsetting to crash into the server, but not go into the next level. Also, from your previous comment I really like how you implemented the wall collision - great job!
https://www.youtube.com/watch?v=bVa3PizAFw8
1 - Mechanics, Learning and Flow:
I believe that the mechanics of navigating the missile was a good idea and I really liked how the movement was implemented (I would have liked to see this topdown in a two-dimensional form, not because I didn't like the graphic art, but because I get nauseous when I play 3D games, and I believe that the essence of the mechanics would have been maintained in some way).
Learning how to control the missile is not a trivial task, it has a very large collision box and controlling the missile is very difficult (at least for me), especially when using the S and W keys. Hitting the target at the right time was also a challenge, I would like to have a simpler room for training, in the initial menu, just to learn how to do the drifts and maneuvers to get out of the stage (without having to repeat the entire challenge of the phase).
With the exception of the difficulty of control and my particular difficulty with 3D games; I believe that repeating the entire stage was what made me most anxious in terms of the game flow; moreover, i missed some interactions beyond the basics (but i really don't know how it could be implemented without getting weird or disrupting the game).
2 - Graphics, Audio and Narrative:
The graphics were very good, congratulations. I especially liked the furniture and the shattering blocks.
As they chose not to be evaluated in audio, I do not know exactly if there is something authorial in the audio sense, I can only say that it is a little repetitive, so I suggest that for each character action, draw between three or more recorded sounds, or use some type of filter that can be programmed to affect sounds.
The narrative seemed flashy based on what I could notice, I was very curious to know the ending (if someone can mark me and tell me how it is).
3 - Culture:
The game is humorous, taking to the extreme the reaction (expected and fair, hahahahah) for the control (in terms of technology use) of a certain company. I suppose it is possible to work on the market niche and generate engagement from that.
4 - Monetization:
With the proper work of polishment, both artistic (graphic and sound), as well as gameplay, I believe that the game can be formatted and sold, even on smartphones (probably here with the use of advertisements, but for that it would be interesting to have a type of ranking for the best times of each stage and, who knows, an infinite procedural mode "survival" (also with ranking)).
The end is nothing special. If you make it through all levels, and manage to destroy the server, you just get your scores for the levels.