Stellar Salvage by Peter Jonsson
Salvage the debris and survive the endless enemy patrols.
Controls
W, A, D - Move the ship.
SPACE - Shoot.
R - Restart the game.
| Link | https://github.com/95jonpet/ld58 |
| Original URL | https://ldjam.com/events/ludum-dare/58/stellar-salvage |
Ratings
| Overall | 146th | 3.167⭐ | 20🧑⚖️ |
| Fun | 158th | 2.972⭐ | 20🧑⚖️ |
| Innovation | 199th | 2.444⭐ | 20🧑⚖️ |
| Theme | 176th | 3.083⭐ | 20🧑⚖️ |
| Graphics | 109th | 3.417⭐ | 20🧑⚖️ |
| Mood | 128th | 3.139⭐ | 20🧑⚖️ |
| Given | 20🗳️ | 0🗨️ |
The graphics are simple, but the attention to detail in the particles and lighting makes it feel very polished.
I have a bit of a problem with the movement; it feels very responsive at the same time (turning around, accelerating, shooting and even restarting are instant and very satisfying).
However, it's really hard to manoeuver the ship. I went out of bounds many times and got the same feeling I got with classic Sonic games; I want to go really fast, I can, but if I do, I'll die in a few seconds.
I think boosting the acceleration, add an S key to go back and reducing the maximum speed would do the trick. (I would even suggest adding natural deceleration, however I understand that you want to maintain the "space feeling", where momentum just stays the same, and it would break it)
Anyway good little game, well done ! :smile:
Controls are all in all pretty difficult to handle. Even aiming is hard if the enemy is "half a screen" away.
Shooting felt nice though, with nice light effects.
At first I wasn't sure how I was collecting the salvage. It just seemed random. I think a little progress meter of some kind, or some other indication of progress for collecting them could help make it clearer what is happening.
I do like the sound effects for the motor. The pitch indicating the speed is a nice touch.
Overall, I liked it. Good job!