Comet Raiders by rubentipparach
A small spaceship game about tactically moving and firing weapons to destroy the enemy.

How to Play
Camera Movement: Translation: W,A,S,D | R,F
Rotate/Zoom: Right Mouse | Scroll Wheel
Select player ship
Select move, click anywhere, use yellow ball to change elevation ([ctrl] to manually orient the ship in move direction)
Select enemy target while in move mode to Target
Select on timeline where you want to mark an attack
End turn.
Additional gameplay notes: - Watch out for collision between ships and asteroids (and other ships) - Armor protects against damage. - Range and firing arcs are a major factor in laser targeting.
| Link | https://github.com/RubenTipparach/ld51-rubent |
| Link | https://ruben-tipparach.itch.io/ld51-jam-rt |
| Original URL | https://ldjam.com/events/ludum-dare/51/comet-raiders |
Ratings
| Overall | 917th | 3.175⭐ | 22🧑⚖️ |
| Fun | 1203th | 2.35⭐ | 22🧑⚖️ |
| Innovation | 341th | 3.6⭐ | 22🧑⚖️ |
| Theme | 899th | 3.3⭐ | 22🧑⚖️ |
| Graphics | 185th | 4.214⭐ | 23🧑⚖️ |
| Audio | 689th | 2.825⭐ | 22🧑⚖️ |
| Mood | 681th | 3.342⭐ | 21🧑⚖️ |
| Given | 13🗳️ | 13🗨️ |
Art is nice too.
I like the "timeline" mechanic that you used for planning your attacks, but I didn't understand why it would matter where I put my attacks on the timeline, only in the case of moving around a big obstacle would I ever need to move those attacks, and it didn't really seem necessary to do so. I also didn't realize you hade to click on the timeline initially, but that may have just been poor reading on my part.
I think the animations, visuals, and environment looked great and fit together well. It was a little difficult to understand where in 3d space everything was clearly, maybe some sort of "dimming/blurring" for things further away would be helpful. The large meteors helped ground me a little bit, but I was constantly having to spin around each ship to make sure I understood where exactly it was going in the 3d space.
Overall gameplay I was left wanting, I could definitely see this being more fun with other options than justs "attack" that made more use of the timeline mechanic. A blast that took 4 turns to charge up, or a speed boost effect for example would really add a lot more intrigue to the game.
I like what you said about the unique weapon types or abilities on ships. This is totally on the radar for a bigger game.
3D movement is always really tricky, and it's not always for everyone. I'll definitely be considering adding some kind of visual aids to help newer players to the genre understand depth and position in a 3d env a lot more in the future/
Played this one and wasn't really successful in my fight, since the controls are not very intuitive and overall I didn't understand why my ships are not shooting, while enemy are. But anyway I would like to point that you nailed the style :smile:
Can I ask what camera shader (probably?) you've used for the pixelated effect? Is it something you've developed or found somewhere?