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Impulsive_Solutions

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I tested the game in Chrome on Windows 11 but was unable to reproduce the freeze when pressing or holding W as the player spawned.

I still looked into possible causes. Godot has a known audio issue in web builds that sounded somewhat similar, although it didn’t quite fit what was reported. Since I couldn’t reproduce the problem directly, I decided the safest approach was to prevent the game from accepting input until the scene had been drawn and everything had finished loading. Testing this change produced no noticeable delay, so I’m hoping it resolves the issue for anyone experiencing it.

I’ve now published a new build that includes this change and addresses several of the other issues raised in the thread.

My goal with this project was to learn how Godot works, implement features relevant to this style of game, and touch as many of its systems as possible along the way. Part of that process was releasing the game and making sure I ended up with a complete, working project in each of its intended formats.

With the fixes I’ve implemented, I believe the project is now objectively complete and fully playable, barring any further bug reports. I think it’s time to wrap this one up, call it finished, and move on to prototyping some of the other projects I’m interested in.

Thanks again for the thorough feedback—I really appreciate it. I wish I had a more definitive answer about the Chrome issue, but your input was genuinely helpful.

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.

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.

Thank you for taking the time to follow up with such a detailed response. You’ve raised several good points, so I’d like to address them individually.

On the retry loop: the six seconds include the crash animation, which currently can’t be skipped. Allowing the restart key to interrupt it is a good suggestion. It would preserve the crash effect for new players while letting returning players restart more quickly.

On rotation being optional: I’m not convinced that rotation is unnecessary. It’s useful for dodging enemy fire, particularly later in the game. The fact that some players completed missions without rotating may indicate that they didn’t play long enough to reach situations where it becomes valuable. What I still need to determine is whether they stopped because they became bored, frustrated, or simply felt they had seen enough.

I also think rotation belongs in this kind of game regardless. A maneuverable spacecraft being unable to rotate would feel strange. The question isn’t whether rotation should exist, but whether the game gives players enough reason and opportunity to learn how useful it can be.

The point about the tutorial symbols is helpful. I hadn’t considered that the arrow keys might be unclear to non-native English speakers, so the controls may need to be communicated more visually.

Thanks again for reading the other feedback and putting this much thought into your response. Your input has been great.

Sure! I'll take a look this weekend.

I'm glad to hear the same thing from multiple people. These are all pretty easy issues to knock out.  I'll work on a final build this weekend with all this in mind. Thank you for your input and time.

There is a disabled abort system in the game. On an abort press the lander seperates and the capsule is launched up, if you clear the screen you get a free retry. I disabled it because in my own playtesting I thought it made things too easy. I'm considering enabling it before I wrap this up. 

Thank you for taking the time to play it and the time to give me your thoughts on it. I appreciate it.

The enemy sprites are small in game, but you can see on the report screen when you're shot down these are Soviet rovers. And I understand your point about RCS thrusters and the auto level button almost being too good. I just couldn't accept a moon lander without reasonable controls. Enemy fire is the mechanic I choose to make its so it's not too easy.

Thank you for playing and taking the time to let me know what you thought.

I was considering eight additional levels with a new lander, new abilities, and a new enemy type. But between the feedback here and the fact I won't be learning anything new making those systems I don't think I'll be doing that. I'll just tighten it up to resolve some issues people pointed out and call the project finished.

Thank you for taking the time to try it out.

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Well, I suppose it was an oversight to assume that displaying the controls during the tutorial would get everyone up to speed. If someone skips the tutorial and jumps straight into the game, they have no way of knowing the controls.

The pessimist in me might say, “If you skip the tutorial and don’t know the controls, whose fault is that?” The realist in me knows the answer: it’s mine. I thought displaying the controls again during the first level would be redundant, but clearly it wouldn’t be.

It only takes one key press to start flying again after a crash. Six seconds from crash to starting another attempt. My ideas for expanding the game involved giving the player additional abilities in a new set of levels, with a checkpoint at that transition so they wouldn’t have to restart from level one. The game currently has eight levels, and I agree that simply adding more without changing the gameplay loop wouldn’t be very engaging.

I don’t think I’ll expand it further, but I’m glad to receive feedback that can help me make a few final improvements before calling it finished.

Thank you for taking the time to give me your impressions.

I made this game as a way to learn Godot. I wanted a manageable project where I could put my own spin on something familiar, so I decided to make a Lunar Lander–style game.

The game is mostly finished, and I learned a lot while making it. I think it turned out well, but what surprised me most was that I genuinely found it fun to play. Maybe I’m biased because I made it, but a few friends have enjoyed it too—and they’ve already asked whether I plan to add more levels.

That’s why I’d love some feedback from people who don’t know me. Only a handful of people have tested it so far, so I’d especially like to know:

  • Does it run properly on your device?
  • Is it fun to play?
  • Do you think it’s worth expanding?

It’s a free learning project, not something I’m trying to make money from. If people enjoy it, though, I’d love to add more levels, checkpoints, upgrades, and other features.

The game runs directly in your browser. If you can spare five minutes to try it and tell me what you think, I’d really appreciate it!

Play Pegasus Lander: https://impulsive-solutions.itch.io/pegasus-lander