Avoid Asteroid by zubspace
You are on a journey through space and have to avoid all the dangers. Your capsule has a technical problem and stops after every 10 seconds. Use your booster engine wisely, make use of gravity assist and avoid those pesky asteroids!
Here’s a gif for your pleasure:

Development timelapse:
https://youtu.be/mXreYQxl4lg
How to play:
- Press right mouse button to start a level.
- Hold right mouse button run your booster engines into the direction of your mouse.
Press left mouse button to shoot.
Alternatively, use the space button to run the booster or CTRL to shoot.
For controller support, enable the post compo checkbox on the main menu.
- Use B to run the booster.
- Use A or RT to shoot.
Features:
- Space and Asteroids!
- 100% realistic orbital physics.
- In-Game music and crunchy sound effects.
- Multiple levels challenging your skills.
Tech
- Godot 3.5.1
- Aseprite
- Paint.NET
- Affinity Designer
- Bfxr
- Audacity
- FL Studio
I use my own Godot Base Code hosted here: https://github.com/ZuBsPaCe/godot-base-code
Post-Compo additions:
- Post-Compo gameplay can be enabled on the main menu.
- Joypad controller support.
- 4 More levels!
- All levels display now clouds in the background, not just level one.
- Easy difficulty option.
Ratings
| Overall | 55th | 3.962⭐ | 41🧑⚖️ |
| Fun | 31th | 4.026⭐ | 41🧑⚖️ |
| Innovation | 138th | 3.566⭐ | 40🧑⚖️ |
| Theme | 361th | 3.269⭐ | 41🧑⚖️ |
| Graphics | 126th | 3.821⭐ | 41🧑⚖️ |
| Audio | 99th | 3.641⭐ | 41🧑⚖️ |
| Humor | 218th | 2.661⭐ | 30🧑⚖️ |
| Mood | 68th | 3.779⭐ | 36🧑⚖️ |
| Given | 47🗳️ | 58🗨️ |
I like the quick retry, this is the kinda game you really need to try many times to master the right movements, and having it restart quickly is gold!
Unfortunately I ran out of time to make more levels. Fun fact: About one hour before the Compo Deadline I had exactly 3 levels and in a frenzy, I added some more... I'll probably add some in a Post-Compo version.
If you're interested: I just released a Post-Compo version with 4 more levels and controller support. You can enabled the additions in the main menu.
I don't really have anything to say about it, it's a solid experience!
sadly i got stuck and wasnt able to restart but all in all, nice idea an well executed
@torte478: I'm also a huge space fan! This game was inspired by the movies Interstellar, Space Oddyssey
@der-finski: Thank you so much! Sorry to hear about you being stuck, but I'm glad you had a good time anyway.
@tharky: Wow, good job! I'm impressed! Even though I made the game, it still takes me considerable time to make it through it all. Thank you so much for playing!
In principle it's simple: The path of the stars are aranged circular from the center to the outside of the screen. Then these paths are tweened into a horizontal position. But to implement this under time pressure was not so easy...
Unfortunately, I couldn't manage to add star trails which fade out. Tried it with a fullscreen shader, but debugging shaders is something I definitely have to learn. :'D However, I'm still glad how it came out.
Thank you so much for playing!
The gameplay is a pretty clever use of gravity. The graphics are nice and well fitting, the audio supports the mood.
I didn't understand that the ship could shoot at first due to the small text in the embedded game, I noticed that far into the game after I triggered fullscreen to check if it shows the level / progress anywhere.
Aside from that it sometimes felt _wrong_ when I managed to solve the puzzle but then missed the goal by a bit.
Sorry about the small howto-text. I ran out of time to create a proper tutorial. And I made the collision area of the exit a bit bigger on purpose. The game is already hard enough, I think. :)
Thanks for playing!
Yes, the timer is not actually needed and only relevant in later levels, which are a bit harder to pass.
I thought about disabling the booster after 10 seconds, like when your ship ran out of fuel. Would be kinda cool to still be able to finish the level, by gliding to the goal. But the chance if that happening is very low, so I left it out.
It becomes a bit too hard to quickly to my taste.
I think I would rather increase difficulty by having some bigger levels with more open space and maybe less powerful thrust, instead of clustered levels requiring pixel perfect precision.
I love every second of it anyway
:purple_heart: :dart: :frog:
It also depends a lot on the input type you use. Playing just with the mouse is really tough. Using your mouse to steer and shoot and the space bar for the booster feels easier. Using a gamepad is even easier.
I think, different difficulty levels would definitely help. I'll try that next LD I think ;)
Sorry about the "ingame issues". :) I see your point about a locked cursor. Tried those in other games, but self drawn cursors always seem to lag compared to hw-cursors.
The art is great. Simple clean visuals that still let me know what is going on.
The difficulty of the levels was very high. The levels weren't numbered so I can't tell you exactly what level I got to but I got to the level where the exit is out to the top of the screen and there is a really big planet in front of you, 3 planets total, and asteroids everywhere. I tried quite a few times and even almost made it once but wasn't able to beat the level after that.
All this swingling around the planets feels good. Sometimes I feel like I have little control over the ship, especially when too much acceleration is being accumulated. It gets difficult but that's also part of the fun. Nicely done.
@ukulelefury: Thank yo so much for your comment! Yeah those 10 seconds are not very useful. Had hoped to create bigger levels, but that would make the game even harder than it already is...
@thanks4allthefish: Thanks a lot! That's a good idea. The hitbox is already larger than the green square, but it could even be larger. It's maddening, if you miss it by just a few pixels...
@ideaspersecond: Yeah, I love that too! By the way: The first name for the game, which came into my mind, was "Slingshot". But the rhyming "Avoid Asteroid" won in the end.
@tanis: The problem with orbital mechanics is: There are no breaks, lol! When I watch my children play, they always keep the booster on which makes some levels impossible to finish. I think a tutorial or training section would help a lot. Thanks for playing!
@jackaljk: Thanks for your praise. I appreciate it! I would love to add more levels and mechanics. But your right: the timer is unnecessary.
Love how the game is basically a real time puzzle, there are many different way you can approach each level and that gives it some nice re-playability.
The atmosphere of the game is super nice, the art and the music are all cohesive and result in a very pleasant polished feel. Great entry!
@simon-rahnasto: So glad that you liked the game that much and thank you for your feedback!! What's missing is a difficulty selector, because some levels can be really hard. Sorry about that... :) But they are all doable with a bit of determination! I'm planing to add a playthrough later on for people without the nerve to play through all of it.
Good work and bonus points for some nice chords in the soundtrack, it really fit the space theme!
@cyberfrank: Thank you so much! The music is definitely inspired by other space movies. Good job finishing all levels! That's definitely not an easy task! The difficulty is probably too high, that's why I just added a easy-difficulty mode in the post-compo version, which everyone should be able to finish.
@fredricgames: Thanks a lot! Yes, steering and shooting together is really hard... Sorry about that... ;)
It bothered me slightly that I couldn't shoot until moving, but it makes sense.