Interstellar Dragon - Into the depths... of space! by Camer the Dragon
Camer the Dragon is in the depths of space, when suddenly a massive wave of Asteroids/Meteoroids show up! Try to avoid them as long as you can in this arcade-style game!
| Microsoft Windows Download - 1st File | https://camer-the-dragon.itch.io/interstellar-dragon-ld57 |
| Source Code - 2nd File | https://camer-the-dragon.itch.io/interstellar-dragon-ld57 |
| Original URL | https://ldjam.com/events/ludum-dare/57/interstellar-dragon-into-the-depths-of-space |
Ratings
| Overall | 240th | 3.071⭐ | 23🧑⚖️ |
| Fun | 228th | 2.952⭐ | 23🧑⚖️ |
| Innovation | 284th | 2.452⭐ | 23🧑⚖️ |
| Theme | 233th | 3.095⭐ | 23🧑⚖️ |
| Graphics | 70th | 3.929⭐ | 23🧑⚖️ |
| Audio | 100th | 3.45⭐ | 22🧑⚖️ |
| Humor | 103th | 3.053⭐ | 21🧑⚖️ |
| Mood | 141th | 3.45⭐ | 22🧑⚖️ |
| Given | 27🗳️ | 22🗨️ |
The game itself is very standard, so it's hard to find a reason to play this one too much
But again, really like the details - in fact it would be nice if the dragon would move one stick forwards or backwards for up/down movement, and the other for left/right - currently he some to move the sticks only for one axis
Does the game have any validation that there is a clear path? It sort of seemed like it usually had a way to go without running into anything (until later in the game). It felt deliberate, but could have been pure randomness.
@atsh Thanks for the compliment! Yeah I like the idea of having the two sticks be for left/right and up/down respectively, the way I did it currently is as I wanted both moving and non-moving animations to get decent time in the spotlight, but I agree that having each stick do a different thing would be cool.
@tad-i-guess Thanks for the compliment! For the death sound, I was wondering if it was a bit loud (not overly so but a bit louder than the other game things), I decided to keep it as it's like "Oh no!!" and will draw attention to let you know that the game/round is over.
@zirrrus Thanks for the compliment! For the question, technically there's no validation, but I did test this to make sure that the density is decently low at the start and then increases further into the game/round. I also spawn the asteroids with a decent amount of variation in position and velocity, so gaps should very likely open up as the asteroids move past each other. As it's an arcade-style game I thought this good since it's a bit of RNG, but should be decently fair too via testing.
@k1n @dnp Thanks for the compliments! I also agree with both bits of feedback here, they'd be good additions and I'll take notes.
@sicosiber Thanks for the compliment!
@gbegreg Thanks for the feedback! I shall take notes on this for the future
For this sort of infinite dodging game I think more spread out obstacles might be nice, and varying their movement more could also help. I think I wanted more to manage or more things to have to think about and try for. As is it felt like either I had openings to avoid damage or I didn't.
The high health gives the player time to decide how many obstacles to carve through while trying to survive, which I feel adds to the strategy of going for a high score. Looking forward to seeing what games you make in the future.
@nbumgardner Thanks for the compliments! Yeah I had a web build effectively ready, but for some reason it was showing the font as just black rectangles, even though I did the same with the font (at least pretty sure) as I have in other things (where it worked), so I had to just have the download version which was a bit of a shame
@bloodbane @outish Thanks for the compliments and feedback! I'll note these as ideas for improving in future