Lunar Laundry by FloGames
https://flogames.itch.io/lunar-laundry


Collect laundry, avoid dirt, reach the moon!
Controls: - WASD / Arrows = Strafe up / down / left / right - Mouse = Look around - Left click = Speed up - Right click = Slow down - ALT+F4 = quit :)
Tips: - If you touch the dirt, your vision gets blocked more and more, after 6 times you have to restart - There actually is an ending :) - If things go too fast, right-click to slow down - The socks just add to your score, they have no other effect
Thanks to my jam buddy Erkberg, check out his entry: https://ldjam.com/events/ludum-dare/48/sea-of-lies!
Third party tools used:
- Path Creator by Sebastian Lague (https://github.com/SebLague/Path-Creator)
- DOTween by Demigiant (http://dotween.demigiant.com)
Update 2021-04-27: Fixed some minor visual glitches at the end, exported builds for WIN/MAC/Linux/WebGL
Ratings
| Overall | 1271th | 3.31⭐ | 31🧑⚖️ |
| Fun | 1250th | 3.121⭐ | 31🧑⚖️ |
| Innovation | 957th | 3.172⭐ | 31🧑⚖️ |
| Theme | 873th | 3.672⭐ | 31🧑⚖️ |
| Graphics | 864th | 3.724⭐ | 31🧑⚖️ |
| Humor | 421th | 3.352⭐ | 29🧑⚖️ |
| Mood | 1368th | 3.143⭐ | 30🧑⚖️ |
| Given | 17🗳️ | 31🗨️ |
The game plays quite well, but there are a few issues that can probably be fixed easily. First, the player collider seems a bit big, I got hit by dirt when I was sure I dodged it. Maybe make two colliders, a smaller one for the dirt, and the currently used one for the laundry, so it is a bit forgiving. Eventually the cause of this first problem is connected to the second one, and that has to do with rotation and the movement axes. When the tube twists and turns, the movement to the left and right seems to get adjusted to the rotation of the tube, which is really confusing. It seems like the player is moved on a global axis when it should be moved locally.
Apart from that though, it was really fun and just the right amount of challenging to navigate through. The art is also great and quite polished (love the title screen!). Some audio, even just a little bubbly atmo and some collision sounds, would've elevated the mood a lot, but it's already really good in this current state. I especially love the opening sequence of diving into the machine.
So, overall, a really enjoyable game already, with some nice space for further improvements. Well done! And thanks again for your input and feedback for my game! <3
Having two different colliders for collectibles and hazards is also a good point - overall I want to make the game a little more forgiving and add a bit of variety to the laundry graphics. Oh and sound as well. You might even say there's quiete a laundry list of thing to do and polish :smirk:
>its all socks
perfect. Also I was surprised, that there actually is an ending. Pretty funny one too. Good game!

- I found it hard to spot the dirt against the grey background and hence might be nice if it was easier to distinguish the dirt.
- There were times where I thought I'd easily avoided the dirt but got hit anyway, hence I wonder if the collision detection is a little off at times.
Overall though really nice graphics, and an interesting take on the theme. Awesome job considering the time allowed.
Interesting idea, although I found the moving kinda hard (maybe it's just me?).

Really liked the modeling, and the bubbles are very fitting atmospherically. Reminds me of those old on-rails space battle games.
I want my Rare:tm:-brand golden sock!
Some considerations:
- The controls seem a bit suspicious, as they are not always relative to the camera's orientation, sometimes moving in a straight line moved me diagonally. The camera also appears to not follow the bends on the tube, which is mildly confusing to have to compensate for;
- Agree with the visibility considerations the others mentioned, a couple times I got splatted without even noticing;
- Maybe it would be cool to have some measure of progression, I think on stream I even asked if it was endless? Either a simple bar, or maybe progressive changes in the environment, would be interesting.
Maybe it would have been interesting for the controls to be "move forward", and you turn with the mouse? I'm not sure, but at least then you wouldn't have to code the automatic camera turning.
As for your feedback:
- Yep, the controls are wonky because the WASD movement is absolute, while the player moves on the tunnel's spline. This becomes a problem when the tunnel strays too much from the forward direction. I'll fix that and try to find a solution for the camera rotation.
- The dirt is very unforgiving at the moment, I'll tweak the contrast, colliders and will make the collected dirt on the screen disappear after a while.
- Sense of progress is also very high on my list, right now the elements are just randomly distributed, I want to introduce different stages with ramping up difficulty and introducing new elements.
Thanks again for playing!