Space slug by Normality
My submission to the Ludum Dare 54 compo game jam. Im real happy with how it turned out even though I do think its a bit bland and lacking content (oh the ideas). If you are wondering the art style is my take (attempt to steal) the style used in SNKRX (its a good game, check it out) and although Im missing a lot of the feedback that SNKRX has I think it still looks pretty good.
I don't own the liscense for html5 on gamemaker so I have a web version on gx games and a zip for windows on itch.
In Space slug you are a slug in space trying to cultivate your plants. But sadly you seem to be living in an asteroid belt and the asteroids are 'limiting' how much 'space' you have to grow them. Try to get a high score by growing you plants to match the rate at which the asteroids take them out!!



Controls: WASD
Tip: hit things to interact!
Tutorial (cause the in game one was bad):
Mine dirt from dirt piles (brown diamonds) and push it into the printer (yellow square), print the dirt into platforms on empty space. Make sure to keep the grass near dirt piles because it grows faster! Try to keep all your grass alive for as long as possible!
Bonus really short gif:

Once you beat the tutorial (first new game) you can play the actual game (with game loop) by pressing new game.
Ratings
| Overall | 319th | 2.981⭐ | 28🧑⚖️ |
| Fun | 339th | 2.635⭐ | 28🧑⚖️ |
| Innovation | 194th | 3.346⭐ | 28🧑⚖️ |
| Theme | 315th | 2.904⭐ | 28🧑⚖️ |
| Graphics | 103th | 3.827⭐ | 28🧑⚖️ |
| Audio | 192th | 3.14⭐ | 27🧑⚖️ |
| Humor | 230th | 2.292⭐ | 26🧑⚖️ |
| Mood | 199th | 3.25⭐ | 28🧑⚖️ |
| Given | 27🗳️ | 21🗨️ |
For anyone else that that is lost you interact with the world by ramming into things.
Adding a short tutorial or organising the level in a way that the player gets to interact with all of game's parts separately would go a long way. I think this game has potential but it takes a bit time to open up for the player.
Oh, and car-steering-like movement was annoying, I wish A and D always rotated me in the same direction.
I would say from my perspective that the ability to have everything in one place (art(sprites), code, objects, levels) is very useful for quick protypes and testing out new ideas. The thing that causes the most friction personally is how code is very segmented for organization but can be hard to navigate quickly when you start having a lot of seperate objects and scripts.
It definitely takes time to learn but it is good enough that I don't think I will switch unless they start doing some shady money grubbing stuff.
I kinda wanted it to be a physics based management game to act as an 'enemy' that the player has to contend with kind of like how in a platformer you have to fight gravity (in a sense). I wonder if making the players movement more simplistic/straight-forward would improve it making it feel less like you are trying to wrangle the player so you can focus more on managing and dealing with the asteroids.
The art style is great! As other and you have said, this game desperately needs a good introduction for the player to understand what is going on. Anyway, cool entry!
Like others have mentioned it was difficult to understand, I understood how to print more tiles and that I had to
protect my grass, but what exactly gave me points or how I lost the game wasn't clear to me. Sometimes the big score counter would show up, and sometimes it was going up and sometimes it was ticking down. When it came up the final time it was ticking down from like 3000 to 1000 but then my final score was something in the 20,000s. Maybe that could be more clear, either it could be visible at all times or something, and show my actual score. Then it would be easier to piece together what is good and what is bad.
I played it for about 10 minutes but I didn't feel like I was making much progress, I would build up squares and the asteroids would take them out, and then repeat. I assume that the asteroids get more powerful and more common which makes it harder and harder to protect the grass but the pacing was a bit too slow for me, and I guess I was too bad at the controls to build fast enough to make progress.
There was a lot of camera shake and camera movement which made me a bit nauseous, and I'm not usually one to get nauseous from games (I liked Hyper Demon, if anyone's seen that game :sweat_smile:)
The graphics and audio looked fantastic, especially the menu really impressed me. Great work on that!
I see how a lot of that is unclear, since I wrote how it all works I guess that just slipped my mind on how confusing it all is. Its meant to give you points based on how many surviving grass you have at the end of an asteroid swarm. I wanted to have the total score displayed at the same time but I thought that it would be better if it was hidden and you only got to see it after you finished but looking back that was probably only because I knew how it all worked.
Yes I agree that is repetitive and I think in part thats because (I think) there is a bug in the asteroid spawning code somewhere that spawns it in a place that doesnt actually hit your platforms but worked most of the time and it slipped through.
For camera shake do you think some sort of interpolation would make it better? Less of it and only on very important things? I really like lots of camera shake and I guess I'm not the majority there.
And again thank you for taking your time to play and formulate your thoughts for me.
I think my fear with a control scheme like this is that, like I mentioned briefly earlier, it's so different to what people would expect that even with a tutorial, the mindset/thought process/muscle memory that would come out during urgent gameplay could ultimately end up screwing over the player. I know this happens to me in a lot of different games, either because my hand drifts one key row over or I really do just default to how I think it should play. And honestly, because it might be such a non-issue (or even a bonus!) to some players, I think having multiple available control schemes available would be great! If the game controlled by aiming the direction/angle with the mouse and moving forward with just one key like W or space or whatever, would allow for the same sort of loose, rapid-change, flowing control that I think you're going for here.
Finally, I know the game takes place in space, but I felt like the color palette was a bit lacking. Try checking the absolute values of the colors you're using to see what colors pop against each other and what colors blend into each other. I'm not sure if it was the colors or just the movement, but even with what little time I spent in the game, I started to feel a bit dizzy/headachy.
Also I was thinking but didn't end up adding it that maybe turning speed should be adjusted depending on how fast you are moving so the turn radius would always be the same, thus making it feel less unpredictable. But I probably still should have looked into alternative movement systems.
I'm not that good at art and I really just chose what felt 'right' after testing a few options without thinking about how they work together. I'll make sure to keep in mind how they do in the future, and thanks I don't think I would have spotted that one.
Would you say that the dizziness might have been caused by the camera being very aggresive? That seems to be an issue too.
It's kind of hard to say, about the dizziness. Because I still can't really tell what *exactly* it was, but I feel like it had to do with the movement speed and, yes, to a degree, how fast the camera would have to whip around in order to stay focused on the slug. It could also be the colors in the sense that, because they tend to blend into each other, your eye has to work harder to differentiate things. And when THAT combines with the superfast movement and whippy camera, it all gets harsher.
And yeah, maybe if the tutorial was a bit more thorough to get the player more used to the control scheme, it would help a bit, rather than having them in a very large arena-space and tell them to aim for a (relatively) smaller object. An easy-control or more tuned down version (like a menu toggle or something) could also be helpful if you want to maintain the high speeds for players that are ok with it (and even default to it), but want to give a helping hand to those who either can't handle it visually or those who can't manage it physically. Giving each player the option to choose what they feel most comfortable with is, in my opinion, better than shutting players out.
I think less of it and only on important things makes sense. To be clear I think it was the screen shake *and* the fast camera movement when you move around that made it too much. Maybe the camera could be more stationary and only move when it really has to, like it has boundaries that you can move in without having the camera move. Or maybe it could just focus on the middle of the player instead of slightly in front, that might cause less jarring movement. It's hard to say exactly what would work well without trying it out for myself, haha :) Interpolating slowly might be a good thing to play around with as well.
And I totally get the liking camera shake, I like camera shake too usually. In fact I had lots of it in my game this jam but I toned it down (probably too much, in retrospect) just because I thought I might make people feel dizzy (and you generally want to use it when it actually tells the player something important, IMO). Screen shake is a fine line and I don't think there's an amount that everyone will like, some people want lots and some people can't stand any camera movement at all. In a perfect world one would have time to make it configurable for the player but when you only have 48 hours it's hard to get time over to prioritize that... :)
I think what you managed to make in 48 hours, including a tutorial (however confusing it may be) is really good work.
The camera felt fine when it was smaller in the browser (I played the GX version), but when I made it full screen it did feel a bit jarring. I think the problem was the low resolution, combined with how the pixels snapped to the grid during movement. I'm not sure what GameMaker has to adjust this, but if you had a way to make the pixels scroll smoothly across the screen, that might make it feel less jarring. The screen shake also might feel better if you limited it to foreground objects, but didn't shake the stars in the background.
I had to read the instructions in your description to figure out what was going on at first. That's a hard part to get right in a game jam though. Only other suggestion is that I wish I could see the score while I was playing. Otherwise I couldn't figure out how the score got calculated at the end.
6295 second try:

@sudocoffee Thanks for the solutions for camera shake (And playing the game)! There are solutions for snapping to the pixel grid so thanks for bringing that to my attention. I agree that making you have to focus is important and part of what I was trying to do but I think I should have made the controls a bit more accessible be that slower speed or consitent turning even if the style stayed the same.
This is vital! If players are to *play and stay*. Haha.. play and stay.. just made this up term.
Your game needs to either be *self explanatory* (which is not the case) OR you need to have a VERY good tutorial / textual hints on every step the player should / can take. Also, since it's abstract, it's not very clear what object does what.
I very much liked the asteroid storm. But that was the first time I realized I am in space :D Imagine people are lazy! I am lazy...
You know what fixes ALL of the above: **make a video** of you playing. AT least a GIF / e.g. ScreenToGIF does wonderful job (keep it under 4 mb to upload directly on the site).
GOOD LUCK!! I very much like the abstract shapes and colors : )