Earth's Last Stand by Junklab
Gameplay


EDIT: This game is VERY hard on a laptop trackpad - use a mouse for the best experience :)
EDIT 2: People have been reporting the game's music and sound is very loud on startup - just be ready for it!
EDIT 3: Official world record score is 102, achieved by @kuviman on stream :)
Controls
Aim: Mouse movement
Fire Rocket: Mouse click or spacebar
Point and click to defend Earth from the meteors, shooting also controls your movement, allowing you to dodge and weave through the meteor minefield.
Explore the vastly dark vacuum of space while protecting earth from an inevitable demise. How many years can you survive?
Heavy physics game with a primary planetary gravitation mechanic! Check out the source code to see how it was done (sorry it's such a mess LOL)
Happy Gaming!
Ratings
| Overall | 177th | 3.676⭐ | 56🧑⚖️ |
| Fun | 161th | 3.657⭐ | 56🧑⚖️ |
| Innovation | 534th | 2.685⭐ | 56🧑⚖️ |
| Theme | 291th | 3.667⭐ | 56🧑⚖️ |
| Graphics | 137th | 3.907⭐ | 56🧑⚖️ |
| Audio | 285th | 3.241⭐ | 56🧑⚖️ |
| Humor | 259th | 2.898⭐ | 51🧑⚖️ |
| Mood | 291th | 3.275⭐ | 53🧑⚖️ |
| Given | 25🗳️ | 58🗨️ |
Overall feels quite polished and juicy to play. I was pleasantly surprised to see the asteroids collide with each other. Maybe adding gravity to asteroids (so they attract each other and your bullets) could have been a cool touch to make your game a bit more unique.
On the negatives, I would love to see a volume slider/mute button. The music was quite loud out of the box.
Goes without saying, but cute art, and nice classic sounds
I really enjoyed how the game felt to play and the way it looks!
Nicely done!
Simple Asteroids inspired game. I like how Earth move as well. It took me a few game to come to the realisation that the game is not about shooting them but avoiding them. I got better after I use the shooting to avoid the asteroid rather than actively destroying all of them. I also don't think that they can be called asteroid if they are bigger than Earth =/
Good job on the submission.
A little unintended exploit i think is that if you just go full throtle to the left, no comets spawn to the left, so you basically can´t loose (or at least i didn´t)
Anyways, really good!
The visuals were nice, but the rockets felt a bit slow compared to the asteroids, which made it quite hard to hit them when they were not flying directly to the planet.
Good job, nice game!
Not much to say, the music/sfx/art fits together, the game is fun, the theme is here. Maybe lower a bit the shooting sound, and lower the max shooting as is become much simpler by spamming click.
Great entry :)
And that was with a mouse touchpad.
Okay, the first couple rounds were "meh," and I just died right away. Then I caught on that I could spam spacebar instead of carefully aiming each shot, and THEN I realized that Newtons' 3rd law applies, and not only can you shoot the meteoroids, but you can fling yourself around by firing into space. After another few rounds in the teens for years survived, I was motivated to try for at least 30. Fun game! ☄
Nice.
Btw, found a cheesy strategy and can go on with the score pretty high if I want to.

It's very well polished! The particle effects are attractive, the earth sprite is surprisingly detailed (the day and night sides look believable!), the screenshake is used tastefully. There's even a subtle muzzle flash. My only complaint about the music is I had to play well to hear more of it :) Overall I'm impressed that this a compo game.
The game mechanic is simple but effective. In particular having a massive recoil on the gun means that you can't just be shooting all the time, in fact there were a bunch of situations where shooting an asteroid coming at me would have launched me right towards another asteroid approaching from the other direction, so I had to be careful. Great mechanic. And I adore the absurdity of earth moving around at by firing a gigantic gun. It could have been a simple spaceship but you went all in on silly! Right on.
Here are some ideas, small and large, of potential improvements for your game. Absolutely take all of this with a grain of salt because putting together anything resembling a complete game in 48 hours is already a lot :)
- I think a more bass-heavy shooting sound effect works better. I feel that way about guns in games in general, but doubly so in the universe of this particular game. The gun is actually a rocket the size of the moon, and it's pushing the entire planet! It should feel like a frickin' freight train, not a yippy puppy. Another trick I like to do is, for the the primary sound you'll hear a thousand times in a playthrough (e.g. jumping in Mario), generate a few variations of it and randomly choose one each time. That way it doesn't feel quite as literally monotonous to the player.
- It's worth emphasizing the planet exploding more than each and every meteor. They currently use the same puff of particles and sound effect, but the earth exploding is a much bigger deal, so it's important to emphasize that. It might be enough to use the same particle system but with the quantity and speed quadrupled or something. If you're feeling dark, maybe some scream sound effects that are cut off abruptly, like the music is.
- The star field appears to only be about 2 screens tall by 1 screen wide. There's nothing constraining the player to that area... and furthermore the first strategy I tried was to blast off quickly in one direction... so I noticed it pretty immediately. Maybe have that image tile infinitely? (In my game, I used a particle system for the stars instead, which is less realistic but maybe visually more interesting, and the _emitter_ can trivially track the player's location without breaking the illusion)
- It pains me to say this, but, given no other changes, I think removing the moon might actually be an improvement. I do appreciate you spent the time to add it, buuut communication-wise, it took me a moment to realize what it even was during the first play (especially given it's a similar size to the shattered bits of meteor). And then once I did see that it was the moon, I felt slightly distracted by the missed opportunity that it wasn't involved in the game mechanics at all.
- The game is certainly challenging enough, but it doesn't really reward repeat play. As it stands, the five second gif on this page completely captures the game mechanics. If you had time (which.. yeah I totally get it! None of us did!), slowing the incoming meteors would allow you to explore the design space more. Maybe add in either a second command (to give the player more tools to master), or a secondary objective (e.g. gathering fuel/ammo, or something more whacky like delivering pizzas). Either one of those would give the game more of a skill ramp and keep it interesting for longer.
Finally... to reiterate, I left suggestions specifically because I promised you I would, but don't let any of that diminish my actual feedback: I am very impressed. This is an extremely polished compo entry. Great job!! I look forward to checking out your future games :)
The two little thing that bothered me gameplay related is that you can kind of cheese the game by going into a single direction and just pay attention to what's going on forward. It also doesn't seem to get harder (or very slowly).
Overall very strong entry for compo :)
Graphics were solid, gameplay was smooth, I liked the knockback on fire, that was a nice touch.
Maybe I need to get good..but I found this game REALLY hard and I think my high score was like 9 years or something.
Congrats and really well done!