Astral Collapse by Richard Baron
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Ratings
| Overall | 329th | 3.357⭐ | 30🧑⚖️ |
| Fun | 254th | 3.429⭐ | 30🧑⚖️ |
| Innovation | 429th | 2.911⭐ | 30🧑⚖️ |
| Theme | 460th | 2.875⭐ | 30🧑⚖️ |
| Graphics | 399th | 3.125⭐ | 30🧑⚖️ |
| Audio | 67th | 3.815⭐ | 29🧑⚖️ |
| Humor | 364th | 2.313⭐ | 26🧑⚖️ |
| Mood | 225th | 3.34⭐ | 27🧑⚖️ |
| Given | 18🗳️ | 31🗨️ |
- The music definitely grew on me
- I am astounded you put in missile logic (I've done that a few times and it's always a little fiddly)
- The variety of the enemies (and the way they showed up on the UI) was pretty awesome.
Thank you so much, what a kind and thoughtful comment :D
I'm a bit embarrassed to admit I actually have a degree in aerospace engineering so I'm very familiar with PID control systems, which are ideal for 2D missile guidance. Not a very happy/nice thing to know a lot about... Would be happy to share the logic/code if you're interested though lol!
The only thing I can say is that I speed more time staring at the minimap than at the actual game, maybe you would've liked to let the player be able to zoom out a bit more?
I enjoyed the game :)
I experimented a lot w/ the gravity stuff and found that it was a bit too hard when the solar gravity was high. The options are either to increase gravity and make the map bigger to compensate (which means more time flying around which is boring) or have gravity low like it is and decrease the arena size.
I think in the future, I'd have each wave drop a super-speed upgrade to let you get to the next one quickly and increase the gravity so everything fell in faster. Drag was important so handling was more predictable (you actually can get comfortable with maneuvering at your max speed, rather than very difficult to manually control zero-drag mobility)
Thanks for the feedback!
and the AI is fine w/ no drag :) just easier to play w/ it on!
As it is, you can see the missiles actually have very little drag and control their velocity through a PID controller - which helps them pursue the player in a much more threatening fashion...
I liked that shooting pushed you backwards, I used it to build up a wave of bullets :D
AI & Missile logic was very impressive.
For some reason the music is really glitchy & crackly in my browser.
I could only suggest a "neater" main menu.
Otherwise, pretty dope! Nice submission.
As a bit of feedback, at first I thought the game was not working. This was because, even though I was moving, nothing on the screen (except for the minimap) actually showed me I was moving. I think some fire particles for the eninge would help a lot with this. I actually also made a space game, and I added a starry background you fly over. Of course, this makes no sense in reality, but it helps a lot to show the player if they are moving and how fast they are moving. :)
Generally I would say a bit more feedback to the player, like more explosions or particles when you shoot would help a lot.
Really nicely done! I enjoyed it a lot :D
Jokes apart, i liked the premise, but found the controls a bit clunky. When i understood how it worked and how to control the ship, i was able to play. Fighting the gravity is a bit harder than fighting the enemies, but it seems part of the premise.
Congrats on developing the game all by yourself!
If I was to have any feedback it would maybe be that slow motion should have a limit, as I realised after a while that I was using it a LOT. Was much more fun once I made myself stop using it I think.
Great game!
Would love it if you could check out mine. :)
Good job.
Unfortunately, with my screen resolution, I am unable to see the full HUD (the minimap is cut-off). This makes the game harder to read.

I also had the issue where the game was too wide for my screen - my monitor is 1680px wide - but was able to get around it by just zooming out my browser window out one tick.