Voidrunner by BinarySpark
BEYOND ENEMY LINES

Key Features
- :rocket: Physics-based space combat: It's all about momentum. Orbit around enemies, lead your shots. Stay on the move to avoid fire.
- :boom: Destructible terrain: Asteroids crumble, ships turn into wreckage. The terrain works as cover... for a time.
- :shield: Projectile piercing: Shots can pierce through objects, slowing them down. Projectiles inherit your ship's velocity: go faster and do more damage.
- :bowandarrow: Every shot counts: Your targets aren't sitting still. Aim your shots carefully, and keep moving to avoid the return fire while you reload.
- :checkered_flag: 7 levels: Different challenges, from swarms of interceptors to long range rail cannons, presented roughly in order of difficulty.
- :airplanesmall: 3 unique loadouts: Choose what weapons to bring to the mission. Do you prefer sustained fire, or can you handle the destructive power of the _Solar Obliterator?
How to Play
Mouse and keyboard required.
- Move the mouse to turn your ship.
- W/A/S/D to move.
- Hold left mouse to charge and fire your primary weapon.
- Right click to fire your secondary weapons.
- Left Shift to boost forward.
Credits
- Sam Minh Ly: System design, level design, balancing, audio
- Mika Molenkamp: Programming, UI, audio
- Jorrit Neslo: Environment art, UI art, visual effects, shader magic
Font is 'Ethnocentric' by Typodermic Fonts, 'Abel' by MADType, licensed under SIL Open Font License. Sounds from freesounds.org. Music is iX by cinameng, and Fate of the Irrbloss OST by xCirrex. Uses the Off-Screen Indicator package by Pixel Play Studios.
Changelog
We made a few post-jam tweaks:
- Improved targeting reticles and enemy markers.
- Minor visual, balancing and level layout tweaks.
(If you'd like to play the jam version without these tweaks, you can download the old version here.)

GOOD LUCK, PILOT
(No web build this time, sorry! We found out at the very last minute that WebGL doesn't support Unity VFX Graph... sad times.)
| Original URL | https://ldjam.com/events/ludum-dare/57/voidrunner |
Ratings
| Overall | 317th | 3.702⭐ | 49🧑⚖️ |
| Fun | 253th | 3.649⭐ | 49🧑⚖️ |
| Innovation | 398th | 3.304⭐ | 48🧑⚖️ |
| Theme | 734th | 2.989⭐ | 49🧑⚖️ |
| Graphics | 221th | 4.096⭐ | 49🧑⚖️ |
| Humor | 521th | 2.622⭐ | 43🧑⚖️ |
| Mood | 380th | 3.652⭐ | 48🧑⚖️ |
| Given | 41🗳️ | 76🗨️ |
This is superb gameplay, very tight controls, and wonderful overall artstyle and aesthetic! Im surprised how fun it is to play!
Would you go back and change anything now that you've seen the outcome from the weekend's work?
Tiny complaints:
- In some levels the playable area is a bit tight, would love a visual hint on the boundaries.
- Keep being shot at by out-of-sight enemy ships is a bit annoying. I don't feel I have enough time to dodge when the projectiles already entered my viewport.
Glad you liked the game! And thanks everyone for all the kind comments!
yes please keep working on it, if you have it in you-- I'd love to see a full formal release even if its just a tiny game!
There is nothing bad I can say about this game, it was just a blast to play.
On the topic of controls, I think the general flight model for this is awesome. I also think the way you have it set up is really smart, where your directional inputs will always take you in the direction you are pressing, regardless of the orientation of your ship. That is definitely going to make this more accessible to a lot of people.
That said, I play a loooot of space games, and my brain defaults to inputting relative to my ships orientation. So while playing this game I'd see my ship is pointed to the left, press W to accelerate in that direction, but end up going up instead. Like I said, I do get why it works this way, and I think you have the correct default controls, but I would love an option to swap between that and a mode that does not take ship orientation into account! I crave ultimate control :P Hopefully that made sense.
Either way, cool game, great work, congrats on a successful jam!
I had an issue at the start where my ship was spinning around and pointing in arbitrary directions, turned out it was because I had a controller plugged in.
I like how the charge bars are displayed on the ship itself, though I felt it would have been nice to have that on the reticle too.
I also suggest something so show which levels you have completed in the menu.
Great job. I really enjoyed playing this one.
Also good design of the ships :)
This wasn't the type of game I expected going in--top down instead of first or third person, so more arcadey but because of the momentum-based movement it felt tactical too. Honestly reminded me of something from Ender's Game, if you're familiar, and as others have said, has an impressive amount of content and polish for a jam game. Well done!