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Playtime About 15 minutes

This is not really my genre or topic area, so I am definitely coming at this as a newer player rather than someone already familiar with lunar lander games.

  • Always glad to see more games built with Godot. This feels like a very clean, understandable project and honestly seems like a great example to learn from if someone wanted to study a focused physics-based game.
  • The basic concept was very easy to understand. Thrust, rotation, momentum, landing, and failure all communicate pretty naturally once you start moving.
  • I would make the instructions slightly more beginner-friendly. I understood the arrow controls immediately, but I had no idea what RCS meant going in. I was able to figure it out from context, but spelling it out as something like “RCS / attitude control thrusters” the first time would remove that little bit of friction.
  • I did encounter what appears to be a repeatable freeze on Chrome in Windows 11. At first I thought it was random because I could not consistently reproduce it, but after trying again it seems to happen when I spawn and press W. The game appears to get stuck or freeze at that point. I would definitely investigate that input path specifically.
  • The HUD and feedback are generally clean. I would still prioritize making the most important flight information and safe-landing requirements immediately readable, especially for people who do not already know the terminology.
  • I like the damage and failure presentation. Having the lander physically break apart gives unsuccessful attempts more personality than simply resetting the mission.

I also appreciate that it is playable directly in the browser. For small experimental games and playtests, being able to click and immediately start playing removes a lot of unnecessary friction.

Overall, I think this is a very clean and understandable concept and a strong focused project. It seems like the kind of game that could be especially rewarding for someone who enjoys mastering precise physics and improving their landings over repeated attempts. Personally, though, after about 15 minutes I felt like I had seen enough of the core experience and I probably would not come back to play it again. That is likely more about the genre not being for me than a major issue with the execution.

Reminder to give mine a try as well! https://barelyplayable.itch.io/blade-baes-brawl

When you circle back to mine, please do use the feedback link: https://forms.gle/fsJrAZDhJtP1CFXX8

Also feel free to drop your discord/contact info if you’d like to try the full build:)

(+1)

I'm going to take a look tomorrow. This weekend has spun out of control on me, and I haven't gotten to anything I've actually wanted to do yet.

No worries! Gotta take care of yourself and core responsibilities, I understand :)

Just tried out Blade Baes. I’ll also submit through the feedback link, but I wanted to share some first impressions.

Great work! The menus and UI feel polished and responsive, and I love the overall visual style. As someone with a personal hatred of working on UI, I really respect the effort that went into it. This isn’t normally my genre, but I still got sucked into playing for about an hour.

My only criticism is that the top of the arena is obscured by the status panel. It took some getting used to, and I found it distracting enough to affect how I played. I started lining up my best shots near the bottom of the screen so I wouldn’t lose track of them behind the panel at the top. I’m not sure whether this is specific to the web build; I tried playing in full-screen mode, but the issue remained.

Despite that, I played much longer than I expected to, especially considering this isn’t normally the type of game I’m drawn to. If your main question at this stage is whether the game is fun and worth continuing, my answer is absolutely yes. It also runs great—any stuttering during gameplay would seriously undermine a game like this, but it’s smooth as butter.