T-Minus by michaelaranda
A flingy space adventure that sends you deeper and deeper into space!
Controls
Click, drag, and release your mouse to launch your ship into the unknown depths of space.
Credits
Juliestrator — Art and Programming https://www.twitch.tv/juliestrator
Steve S. McStevenson IX — Programming
Michael Aranda — Music, Sounds, and Programming https://www.twitch.tv/michaelaranda
Special thanks to Rene Aranda and SoonRaccoon for contributing ideas to the development process!
Ratings
| Overall | 250th | 3.947⭐ | 87🧑⚖️ |
| Fun | 321th | 3.782⭐ | 87🧑⚖️ |
| Innovation | 604th | 3.482⭐ | 87🧑⚖️ |
| Theme | 1346th | 3.282⭐ | 87🧑⚖️ |
| Graphics | 122th | 4.429⭐ | 87🧑⚖️ |
| Audio | 123th | 4.106⭐ | 87🧑⚖️ |
| Humor | 688th | 2.957⭐ | 71🧑⚖️ |
| Mood | 522th | 3.789⭐ | 85🧑⚖️ |
| Given | 46🗳️ | 53🗨️ |
It's too bad that you had to rush the level design (I was on the live^^), only 3 and a lack of direction to find the black hole
but in général, it's a very good entry !
- The Power mechanic needs to be more intuitive, I've spent 5 minutes to figure out that if I drag up, the power increases and if I drag down the power decreases.
- The rotation of the ship make it a nightmare to calculate where you're going to land. lower the rotation ratio, at least at the begining of the game to help the player understanding the gameplay.
- The Gas has no real use in a short game like this (game jam game). In a "normal" game, such mechanic would appear around level 5 to 10. You need to be sure that the player knows the game core mechanic before giving him more.
- Level Design is SOOOOO IMPORTANT! Your levels are nice, but it lacks a "tutorial" level and then some progression in difficulty to bring more challenge. For example, I'd set your first level as a lvl 3 or 4. That means that when I start playing there must be one challenge, learn how to thrust. Then, you add a bit of difficulty to make the player developp his accuracy, then his efficiency etc... just go step by step :).
Overall I think the one true thing missing is Level Design, apart from that, I think the mood is awesome, the grahics are cute and sweet and the audio is neat! Keep up the good work guys!
Great Work! :v:
Great atmosphere as well, and big bonus points for the tardis!
Great work!
Also the last level is a bit annoying, I would have liked the restart button to work immediately (or I am just to impatient). And there is that one Tardis that kept getting in my way. And it did feel rewarding to finish.
Nice work.
However I've managed to fly through asteroids on second level and got an infinite interstellar experience, is it supposed to be in that way?
I was a little confused at first on how to play and what the two bars are for, one being the fuel and the other being the amount of thrust to be used.
Great graphics, cute as well and the music sets the atmosphere amazingly well.
I would like to play more levels.
I love the art, it is cute and clear. The audio is nice and all the sound design helps a lot while playing the game. The physic is fun to play with, even if at first I didn't understand you could adjust the thrust level, and doing so with position on the screen didn't feel very intuitive.
I like how the game is short and each level is different.
Thanks for the game I liked it 💕
Overall, it's a really cute and fun game !
Great concept here - well, really great all round! I hope there is more of this to come!
I like the clean art style of the game. The graphical effect of the planets also looked great.
Music & effects are also very good. Music in combination with the art really gave the game a good mood in my opinion.
I feel like the biggest addition the game could have is a way to look around in the level. So you can plan your approach, where to boost and such.
Game difficulty ramps up quite quickly in the second level.
I did manage to beat it eventually. I found the third level to be easier then the second one.
A game over state when being out of fuel & on a planet would be a good addition I think.
I feel like you can convey the boost in speed a bit by punching the scale of the ship.
So it does not feel like a thruster that is continuous, but instead as a punchy boost to the ship.
Although the sound does help sell that it is a single boost.
Regarding the Itch.io page, you can set a Ludum Dare link in the publish settings, so you get a small
banner on the top of the itch page for the game.
Good work!
It would be nice to look at a preview of the full map before starting to get an initial idea as to how to plan: ship mechanics already make the gameplay challenging enough, so in larger levels we can live without the initial trial and error till you find the level goal. Also, adjusting the power while the ship is rotating at normal speed makes it very tricky to predict where you may end up moving towards. Perhaps while you're dragging the power up and down the game speed could go slower? Hard to tell.
In any case, you've done a great job. Congrats!!
I agree with @ithildin about having a bit of a zoom out feature so we could preview the route we need to take. I'd also love to see a little UI indicator for which direction you need to move the mouse to change the power level, but 72 hours isn't much time so I can understand why it's missing.
Fantastic job!
I got to the end, so I'm waiting for some levels :D