10 second burn by Paul Sinnett
This is a Scratch project so you can view the source by clicking on the "See Inside" link.
I figured a 10 second limit on gameplay might be a bit restrictive, so I plumped for 10 seconds of rocket fuel. As Neil Armstrong died on this date 1 year ago, I thought it might be fitting to base a game around the last moments of his moon landing.
As in the real moon landing, the fuel warning indicators give bogus readings due to the fuel sloshing around in the tank. Try to ignore the warning lights, you have 10 seconds of continuous burn available to make your landing. If you think you're not going to make it, abort the mission.
It's possible to use too much fuel landing the ship. If you do that you'll be stuck on the moon.
I've started working on a post competition version of the game. If you want to see the latest version, you can play it here:
http://scratch.mit.edu/projects/12021906/
Issues addressed in the new version:
* now easier to land
* sound effect volume reduced
* you can no longer crash into the warning messages
I figured a 10 second limit on gameplay might be a bit restrictive, so I plumped for 10 seconds of rocket fuel. As Neil Armstrong died on this date 1 year ago, I thought it might be fitting to base a game around the last moments of his moon landing.
As in the real moon landing, the fuel warning indicators give bogus readings due to the fuel sloshing around in the tank. Try to ignore the warning lights, you have 10 seconds of continuous burn available to make your landing. If you think you're not going to make it, abort the mission.
It's possible to use too much fuel landing the ship. If you do that you'll be stuck on the moon.
I've started working on a post competition version of the game. If you want to see the latest version, you can play it here:
http://scratch.mit.edu/projects/12021906/
Issues addressed in the new version:
* now easier to land
* sound effect volume reduced
* you can no longer crash into the warning messages
| Web | http://scratch.mit.edu/projects/11998751/ |
| Original URL | https://ludumdare.com/compo/ludum-dare-27/?action=preview&uid=11312 |
Ratings
| Coolness | 22% | 1738 |
| Overall | 2.95 | 676 |
| Audio | 2.18 | 749 |
| Fun | 2.94 | 538 |
| Graphics | 3.28 | 336 |
| Innovation | 2.44 | 922 |
| Theme | 3.39 | 328 |
I did want to make more levels, but ran out of time. Other commitments.
I have mixed feelings about the hidden fuel. By not seeing the fuel it didn't really add much? By seeing it, you would get that sense of urgency as its running out. But since I didn't know what it was and could just ignore the alarms, I almost just ignored that feature all together. Still, I enjoyed the game!
The graphics are great and you got the controls spot on!
scratch.mit.edu/projects/12021906/
Issues addressed in this version:
* now easier to land
* sound effect volume reduced
* you can no longer crash into the warning messages
I've relaxed that rule in my post compo version. I needed to try out some alternative hit detection as the mechanisms Sctach has for this kind of thing are quite primitive. I think this has now made the game overly easy although I plan to release harder landscapes at some point to vary the difficulty and provide more of a campaign gameplay which will make aborting the attempt a proper risk / reward.