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3 frustrations: inaccurate trajectory predictor (biggest one, especially since often you have to thread between close planets, the predictor should be rock solid and accurate!) Not having any idea where to look for &s (and they blend in with fuel since they're same colour). And the explosions linger just a little bit too long.

Thanks viila!
I agree the game needs some tuning. I think some indicators about & position could be fun. For the trajectory, I actually purposefully game it some room to wiggle near planets because I like the look. I could probably tone it down though, because threading planets is something I want to encourage.

Thanks for taking the time to give feedback, I appreciate it!

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I really loved this game  :-)

I was curious about the physics, is it modeled on the Newtonian laws of gravitation?

Thanks Tone! Yeah, it is shuffled around a bit for performance, but at it's core it is based on the good old: F = G*m1*m2/(r*r)
I picked a G that was fun, as opposed to the real one. Same principle though!

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The travel projection is cool watch bend and curve as you navigate the asteroids, and the chain reactions of fuel detonating from missiles is awesome.  It's a really nice aesthetic.  The game is very hard though, I feel like a non-linear acceleration/deceleration would help (perhaps based on how far away the cursor is or you acc more when your vel is low, and decc more when your vel is high?)  I found myself spending most of my fuel trying to slow down cause if I got too fast you basically lost the ability to turn and there are alotta rocks in the way.  Large explosions might linger too long for the same reason, since there are no moving enemies to lead into them.   I beat the first stage a few times though!