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CPC - Moon Expansion's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall Enjoyment | #13 | 2.900 | 3.091 |
| Production Velocity | #13 | 3.155 | 3.364 |
| AI Direction & Adaptability | #19 | 2.729 | 2.909 |
| Theme Fidelity & Creativity | #20 | 2.558 | 2.727 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
The Biggest Challenge
Spending to much time on the first idea for Jam idea.
Tim Curry Homage https://www.youtube.com/watch?v=niZpcdp2v34
Sorry Tim, but the way the world's going, Capitalism might be the next to conqueror space.
AI Tools Used
ChatGPT, Gemini, DeepSeek
Areas Where AI Was Used
Sound, 3D MODELS, part of the code and patchworking it together
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Comments
It worked on the first try, and I haven't failed even once no matter how many times I've tried it. Yeah, I guess I really am cut out for this kind of detailed work. Making those tiny, tiny adjustments—it's actually a lot of fun to do. It's an irresistibly satisfying experience♪
The fact that this moon is a highly exaggerated terrain model for a game, created from real NASA topographical data, makes it truly unique and valuable💎
It would be so cool if you could collect all the planets like this, for example. But I guess the data for that probably doesn't exist. If you could keep progressing through the stages—from the moon to the first planet, then to the next planet, and so on—I think it would be an amazing experience.
Anyway, I really enjoyed it. 😆
Thank you.
Like the idea at the end, there is quite a bit of solar system photo material just seeing if I can find assigning depth maps too.
After that, well artist and AI interpretation.
The landing was challenging and fun.
One thing that bothered me a bit was that the vertical retro-thrusters kept firing even after the pressure ran out.
Also, I noticed that while controlling the craft based on speed is difficult, it is relatively easier to manage if you make adjustments while watching the altitude.
I look forward to future developments.
This was super fun! I figured landing would be pretty strict, and sure enough it was tough—I only managed to pull it off once! The key really is constantly fine-tuning the gas thrusters, huh? I had a blast playing it!
Very spicy gameplay. Made me laugh, had a blast.
After catastrophic failure my first run the crash sound continues to play into the next run. When I refreshed the page to try again I got a black screen.
I think it's a great concept- super original, I love that you used real topographical data. I think some tuning of the controls, some variability and polishing this is a really fun concept!
It was super fun. The controls were pretty tricky, but I really enjoyed it.
Thank you.
It is very much a 'Spacebar' slapper.
I found mobile controls a little easier.
Fun development fact: The moon in this game is built using real NASA topographical data! 🌕🛰️
To create the lunar surface, I sourced raw Color and DEM (Digital Elevation Model) maps from NASA's public archives(https://svs.gsfc.nasa.gov/4720). I resized and processed them into square textures so they would wrap perfectly around a massive Three.js SphereGeometry.
The coolest part? That DEM map isn't just a visual shader trick. It drives the displacement to create those massive 250-meter jagged craters, and the game's physics engine uses BVH raycasting to calculate collisions against that exact displaced geometry. When your ship clips a crater ridge, you are crashing into a real (albeit highly exaggerated) piece of lunar topography! 💥
Also some peaks do need refining on the clip layer on landing.