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AsteroidPlus's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Game Design - how good idea and mechanics design is | #33 | 3.004 | 3.158 |
| Overall - main category | #52 | 2.653 | 2.789 |
| Presentation - how game looks and sounds like | #57 | 2.804 | 2.947 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Heroic Labs Challenge
No
Photon Challenge
No
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Comments
Asteroids with a module and inventory layer is a clear and interesting idea, and the HUD with energy and health is easy to read. I liked that the controls are documented on the page and that the sound effects are credited. In play, the bullets are tiny and slow, and the recoil makes the ship drift, so I had trouble confirming hits and never saw my score change. A short in-game explanation of the module system and a clearer hit effect or score popup would make the core loop much easier to feel.
This is some very good, useful feedback. The bullets pushing the ship back was an intentional late change I made to compensate for if the player loses their only boost module while the game is still going, so it would at least give them a chance to avoid asteroids until they found a new one. In practice, however, I'm unsure how often this kind of situation actually occurs, so it might have been a bit unnecessary.
The starter bullets probably could use some tuning, but the bullets being weak is somewhat intentional, as the goal was to collect more weapon modules to have a sort of progression. Early on, you could still push asteroids into each other for massive damage. This would have been more relevant if I had found time to add one or two more weapons. Maybe I should add a charge shot to the normal blaster?
Adding "A short in-game explanation of the module system and a clearer hit effect or score popup" would be good improvements, especially in regards to score. In actuality, the score is increased by selling modules, but I realized due to your comment that I neglected to actually add that to the description. Here is what I added:
"Drag modules to the sell area in order to sell them. This is what increases your score, and allows you to get rid of unwanted modules to make way for new ones."
Brings back memories! Now all it needs is a two-player-mode and my friend from primary school so we can duel like back then :)
Fun small game. Asteroids with an inventory system. 😄
Just curious. Does the game have an ending, or did I just not get far enough?
The game does not currently have an ending, just a score depending on how many components you sell. One idea was to have a hyperdrive you could eventually find to escape, but I didn't end up actually implementing it or anything else.
Anyway, great job! ❤️
Especially the momentum movement. I have seen a lot of asteroids games that just ignored that.
Nice visuals, I like it! Simple and endless, just like space itself. :) The gameplay is the same — simple to start, hard to master! :)
You nailed the ship feeling. engine sound was a bid to mutch for me.. but i really like how the art feels consotend because its just good direct and simple . well done.
Love this one. It's so neat, and so much about gameplay first, love it!
Good game. loved the retro feel.
Good game. loved the retro feel.
Great game! It’s a lot more complex than the visuals initially suggest, it becomes really enjoyable once you get into it. The difficulty feels well balanced too!
One of my favorite games to play. The ship movement was perfect and sounds were great.