S.P.A.C.E. - Ships, Projectiles And Collisions Everywhere

About

With space being littered with junk, the space available, though it is vast, shrinks at an alarming rate.

Navigate your satellite to a safe orbit - or at least try to. Against you there is the space junk trying to hit you, the star trying to pull you in or the enemy trying to get rid of you.

How to play

Controls and some short description are built into the game. Have a look into our vast array of options and game modes.

Controls

Action
Player 1
Player 2
AccelerateWArrow Up
Turn Left
AArrow Left
DecelerateSArrow Down
Turn Right
D
Arrow Right
Touch input panels are available - for those on mobile (might be disabled by default in the future)

Winning conditions

There are none - but a variety of game-over ones... or is there?

Known issues

  • WebGL - Play in fullscreen, there are some text scaling issues

Changelog

  • LDJam - the version to be rated

Comments

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(+1)(-1)

Default sound effect just wants to murder me, default BG is not great(in volume and taste) , what is ambience used for?

Just 4-5 notes of looped guitar are much better than that.

Gameplay wise is horrible. Controls are janky too be used, just stick with normal 2D format movement would have been much greater experience or give me a god damn arrow of where I am facing. Player 1 and 2 are the same picture, How in the hell am I supposed to know which one is mine and which one is my partner's in the middle of bullet hell arena? focusing junks is already hard task but man, I have to stick my eyes to my character? Just try 2D man first man, like just simple 2D top down zombie shooter from like 2000s flash game era.

Thank you for playing and commenting on our game.

The ambience slider is not used. We had some ideas but because the time was running out we droped it and forgot to remove the slider.

Can you explain what you mean by "normal 2D format movement"? While 3D models where used, every movment is locked in 2D.

The Spaceship/Satellite itself is kind of shaped like an arrow, I am not sure how to further improve it.

Yes the models used for both players are the same. We did not have the time during the LDJam to create and insert an aditional model. So we set the background of the energy bar to a different color for each player.

(+1)

W for up, s for down, a for left, d for right. that is how normal for me, I have a distaste for turn around with a and d. For clarity, just in the description, you have to specific the movement go, otherwise, there is a confusion. 

Just add a triangle indicate where the player facing, the model feels ambiguity. a simple yellowish or some color that highlights. You can draw an circle for the triangle to move around

About the model part, you can repaint the whole mapping section within like 10-15 minutes. It is that cheap. I once attempted with my classmate while we worked around a 3D Unity game. I goofed around the modeling part for an object, you can grab a random background and slap it into the wrapping texture part. So you can create a golden satellite and a shiny silver one too. Which also helps a lot to distinguish things around. Also since your game is quite low graphic, you can cheat by doing so. Making games is about knowing cheap tricks to cut the costs not work hard. 

Your game is kinda the first game for me to review so I am quite sorry for using such harsh words. Except for the sounding part, that actually wanted to murder my ears literally. 

PS: reading this in calm tone, I am not angry or raging. I just spewed out my honest words

In the general case I would agree with you, I also prevere striving over turnin. However for this case, where the whole movement is centered around circling the sun, we made the decision for rotation.

I put the facing issue on our todo, your idea would be appreciated by others.


To be honest I never considered coloring the models ๐Ÿ™ˆ


I am not gone defend our sound effects ๐Ÿ˜…


Thank you very much for your review, helps alot to see diverent angles. Lets us improve and for that im grateful ๐Ÿ˜Š