Hoverspace by DeltaMain
Have you ever spent day and night inside your hovercraft fighting aliens?
There is your chance to do this!
Kill enemies and process their guts into hovercraft parts!

10.10.2023 Bugfix: - Fixed incorrect hovercraft rendering for resolutions different from 1920x1080 - Fixed incorrect hovercraft rotation for resolutions different from 1920x1080 - Fixed UI scaling for resolutions different from 1920x1080 - Fixed different hovercraft outline thickness for resolutions different from 1920x1080 - Fixed room size that was able to get negative - Fixed enemies accidentally spawning outside of room range - Fixed velocity not resetiing after wave end - Fixed spitter projectiles not being destroyed after wave end
Original version is fully playable and available to download. If you have FullHD monitor I highly recommend to play it! Fixed version available on itch.io
| Link | https://evilgeniusalpha.itch.io/hovercraft |
| Original URL | https://ldjam.com/events/ludum-dare/54/hoverspace |
Ratings
| Overall | 674th | 3.456⭐ | 36🧑⚖️ |
| Fun | 430th | 3.603⭐ | 36🧑⚖️ |
| Innovation | 1001th | 2.691⭐ | 36🧑⚖️ |
| Theme | 509th | 3.721⭐ | 36🧑⚖️ |
| Graphics | 768th | 3.257⭐ | 37🧑⚖️ |
| Audio | 557th | 3.118⭐ | 36🧑⚖️ |
| Humor | 624th | 2.768⭐ | 30🧑⚖️ |
| Mood | 869th | 3.113⭐ | 33🧑⚖️ |
| Given | 27🗳️ | 48🗨️ |
Pluses:
* 3 enemy types, each with different and unique behavior that all contribute to influencing how the player reacts, was a solid decision
* High fire rate make gun go brrrrrr
Some possible improvements:
* It's not obvious what "armor" actually does - my first playthrough I tried to max that but no matter what the enemies did 1 damage to me per hit. Reducing my armor below zero didn't result in taking any more damage, so I just min-maxed fire rate and damage :smile:
* It felt like boosting health is a bad perk to take because it only increases max health, rather than current health. Since repairs are so costly, I found myself happy with only 4-5 hp at a time and focusing on damage and crit chance. Perhaps the health boosts should come with "free" health, and also reduce repair cost, or something to that effect.
Still I played for far longer than I care to admit - nicely done!

It would be great to make the game terms more understandable if finalized :)
Really nice arena shooter! I really liked the tradeoffs you had to make between keeping your health up, the arena not too small and upgrading your weapon!
The pickup sound was also very satisfying. With different types of upgrades this could be really awesome, but for three days that's already super super nice! Good job.
Overall I really enjoyed this game and I wish it had more content so I could play it more!
Hope you had a nice jam and maybe check out my game as well, if you like. It's an arena-shooter as well :3
The difficulty scaling is also really good, with new enemies introduced and extra health and all that. I think this was just a very good and polished game. Really well done! :D
Only critique was that it wasn't immediately clear that boost would move in the direction of your cursor, especially since you're using WASD for movement when not boosting.
Other than that, more enemy types and maybe variety in the arena and I think you're on to a winner.
great entry
With that said, a couple points of feedback. The currency didn't always visually pickup, loved the sound it made though. This was a small bug and didn't really get in the way of gameplay. From a balancing perspective, after wave 12-ish the scaling of everything costing more in the shop mixed with the oppressive amount of arena shrinkage gets to the point where you are forced into repairing and increasing arena size to progress, without even looking at potential other upgrades. Not that it fully matters if you get a lucky start, you can one shot all enemies for the rest of the game if you get enough damage ups early on. Scaling enemy strength/health rather than just number spawned on later levels could be an interesting avenue.
I would like to see armor implemented in an impactful way so that you can scale the cost of repairing based on how much armor you have, and have it so that repairing doesn't arbitrarily jump in cost every few waves like the upgrades and room space. Then it would be possible to weigh forgoing health for that juicy upgrade. In addition it felt like the currency gain curve fell off with the exponential style growth of room size cost doubling and also shrinking by a larger factor every round.
In all, these are my opinions, slightly nit-picky because this game already feels so polished and I enjoyed playing it a great deal.
AMAZING game for the Jam. I had a lot of fun and would be stoked to play an updated version!
Also, reading through some comments here again I realized something: I never bought anything with boost in this game, because I didn't know what it was... Maybe I have to give this game another try :D