The sci-fi music fits the worldview perfectly! I could really feel the moment.
Play game
AstraVoids's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Accessibility | #5 | 3.529 | 3.529 |
| Originality | #15 | 4.000 | 4.000 |
| Overall | #19 | 3.597 | 3.597 |
| Audio | #27 | 3.588 | 3.588 |
| Controls | #31 | 3.412 | 3.412 |
| Theme | #38 | 4.000 | 4.000 |
| Fun | #51 | 3.235 | 3.235 |
| Graphics | #62 | 3.412 | 3.412 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.5.1
Wildcards Used
The second wildcard (description pending)
Game Description
Made for GWJ 88, theme is momentum, and mitosis is the wildcard.
How does your game tie into the theme?
Asteroids is the classic momentum game. In the 21st centure we are more geared to diverting, rather than destroying these, which have a habit of splitting (mitosis).
Source(s)
N/A
Discord Username(s)
lunar lyon
Participation Level (GWJ Only)
2
Comments
I got 214, which I can't tell if it's good or bad. I like how the rocks split into multiple when they're hit. It surprised me the first time and is a nice touch. The controls feel smooth and suitably floaty for a space game. The markers showing the asteroid direction were a nice touch, but it would've been nice to have it show only the ones heading for the space station or the direction that they were heading (as a lot of them weren't a major threat anymore). Great job overall!
Good idea for solving the marker crowding. OTOH, If there are a swarm off screen, I like to know not to steer debris toward them.
You can adjust map marker sizes with the mystery slider I forgot to re-label in settings.
You can tell if 214 is good or not by checking the leaderboard, or my demo. It's evolving.
I got to 240 before a nuclear explosion sent a rock straight through.
This is one that stresses you out by way of the thought process demanded under pressure, making it kind of exhausting to play. It is a solid presentation, but as a game, you'll get addicted to coffee pretty quick.
Really cool and interesting idea, nice spin on the theme of mitosis, i like the music and SFX. Controls were quite hard to figure out, but fun once you get the hang of it. Too bad i don't feel like using my brain when playing video games, otherwise i would've gotten higher than 80.
This actually ended up being a lot of fun, a nice spin on asteroids.
I actually thought I going to keep going forever because I was getting too good at redirecting things, but one large asteroid came out of no where at alarming speed, didn't have time to set off the bomb.
Probably for the best or I would have been playing forever, very satisfying how you can line up your bomb while also being able to maneuver and scout out for other asteroids, lets you chain your bombs and plan things out.
with the speed the asteroids are attracted to the station.. maybe the bombs could be stronger ? I felt there was no way to sustain against the onslaught
Thanks for playing, as I was explaining to Wyatt, this is a survival-mode, game jam entry. If you last more than 5 minutes, that is more than I expected anyone to want to play for.
I've added a graphic to illustrate the progress meter's impact on force generated.

"attracted to the station", is not how asteroids work. The asteroids track through the play area in a straight line. It is your job to identify which pose a threat. A half to two thirds will collide with the station but feel no sustained attraction to it, other than the momentum they start with.
You are also expected to try to conserve the components of momentum that are least harmful. Your bombs go a lot further if you don't fight every second of momentum from asteroids. Here, for example I don't reverse direction but I do direct it away from the station, in one hit.
I liked the idea, and the use of the mitosis wildcard in the asteroids splitting was fun, but I felt like the tools available weren't enough to manage the problem. Large asteroids felt almost impossible to redirect sometimes.
I used to be able to stop the biggest asteroids in a single well timed blast. I think making the progress bar faster and so harder to max out, made this less common.
Turning them 180° is only effective while you have time, at the start. Small (ok, maximal) nudges to steer them off course was the intention.
I would offer powerups for this if I had the time. If I simply scaled the explosive charge across the board the smaller asteroids' speeds would be harder to modulate, and fly off too fast, potentially snowballing into more high speed fragments if/when they collide.
The tools are not enough to manage the problem. It is a survival game at the moment, I can last 500s, or 400s reliably, which is more than I imagined anybody would be willing to put in.
Maybe the asteroids could be uniformly smaller, they are 25 - 36 x 1,000,000 kg at launch. The mitosis was supposed to be "indefinite" so I ran with this.
Thanks for reviewing.
Nice work!
I like steering and bombing the asteroids although i had some problems at first when bomb direction.
Congrats on the submission!
The controls were a bit confusing, but once I got the hang of it, I enjoyed it! The tutorial was very well done and much appreciated. Really great twist on a classic game, and good use of the theme.
High score 87! I like the physical look of the asteroids and the physics implementation was cool, very original take on the theme. I hope our space station can study those mischievous little space rocks!
IT took me a few runs to remember which directions I was pushing the asteroids, I had a nasty habit of pushing them right into my base.





Leave a comment
Log in with itch.io to leave a comment.