hey fellow minigames! (though mine are more mini)
Getting a score down is a cool idea
But why is animation of screen going up after each game so long?
The game is great in both creativity and execution,
Though it took me a while to understandt that flying till oxygen runs out is the point, intro and description kinda gave me the idea that oxygen running out is the thing i should avoid, so i was trying to crash on purpose, then i was puzzled "well there is nowhere to land and i shouldn't fly for too long, what am i supposed to do"
Maybe clarifying this in description would help someone in the future? Like
The countdown is on. Try to collect and sell microwaveable food by orbiting planets before your oxygen runs out `each lauch`.
You might find it fun to look what people did with the same core mechanic in a completely differnt jam
/jam/theveryseriousjuniperdevgamejam/rate/4716916
Might be too much for a jam format, but choice by omission would play beautiflly in this kind of game and fit a theme
I.e. a target that has not yet escaped and has a self filling bar for escaping and only execution specialist would be fast enough. Or you need to keep investigation at certain range: to little you gain nothing, too much and target gets suspicious
You really can make it a full a title with juggling agents as main mechanic which acts as a nice extra dopamine while reading the files
Enemies visially charging their attacks when in range instead of just walking into you was a good twist on survival formula
I kinda wish my attacks were a projectile: this way re-tracing my own path would be a lot worse strategy and even suboptimal as i would hit myslef and make copies more impactful
It's like "reverse training" poisoning optimal solution with random values, so yeah, simulating.
Decided to go for a "feeling" of trackmaina training video over a resource-intensive re-creation, so that it runs well in the browser. Coolest surefire solution would be using actual samples from training, but that would skyrocket loading times or feels to same-ish and you can't edit tracks after that
Training against optimal trajectory in every position (instead of distance / lap times) results in same effect as now with a lot more CPU usage