LittlePlanetBigRocket by daredevildave

[raw]
made by daredevildave for LD23 (JAM)
Help Commander Jameson escape the cuboid planets of the Cobra Nebula.

An HTML5/WebGL/Javascript game, works in modern web browsers.

Ratings

Coolness 77% 2
Overall(Jam) 3.22 96
Audio(Jam) 1.98 180
Fun(Jam) 2.86 105
Graphics(Jam) 3.02 150
Humor(Jam) 1.89 186
Innovation(Jam) 3.45 60
Mood(Jam) 2.85 118
Theme(Jam) 3.73 24

Feedback

jrasmussen24
24. Apr 2012 · 02:05 UTC
Frustrating difficult spike.
ChainedLupine
24. Apr 2012 · 03:08 UTC
Pretty nice concept, though it would be more fun if I could get an indication of what lines on the out-of-sight side. Maybe alter camera just a bit so you can "peek" over the edge a bit and see the mountains?
sythe
24. Apr 2012 · 03:16 UTC
Not very innovative at all. I played a very, very similar game, a few months ago. It might have been a Humble Bundle title.
youdonotexist
24. Apr 2012 · 04:03 UTC
This game reminded me a bit of Fez. The perspective made it a bit difficult to know exactly where my character was with respect to enemies.

Other than the perspective, I thought that this was a good use of the world-turning mechanic.
robcozzens
24. Apr 2012 · 06:14 UTC
I scored you 5 for innovation to make up for sythe. I haven't seen a game like this. It was pretty cool, but very frustrating when hitting the red guys once sent you all the way back to the beginning.
Robert Swan
24. Apr 2012 · 14:33 UTC
Nice concept! More levels required :)
zkenshin
24. Apr 2012 · 15:32 UTC
Decent entry, could see it being fleshed out with more levels and features being a really neat little title.
mildmojo
24. Apr 2012 · 17:03 UTC
Really, really like this. I haven't seen a cube-turner before. Excellent work. I do think it'd be nice to have at least one "freebie" hit with temporary invulnerability so you don't have to play each level completely perfectly to progress.

The game froze halfway through a cube rotation animation when I got a few levels in. It was on the first level with the waves of super-fast bad guys. The browser's still responsive and there's no CPU spike, so it seems like the game logic just failed.

Especially good use of web tech here; the PlayCanvas platform looks pretty nice.
kasarun
24. Apr 2012 · 17:17 UTC
Good game but red guys are hard to avoid because perspective. To move in diagonal can be helpful
matthias_zarzecki
24. Apr 2012 · 18:04 UTC
Nice gravity-switching-mechanic! The puzzles were a bit trial+error though.
Folaks
24. Apr 2012 · 18:46 UTC
Played the game twice, I was having a hard time passing level 4 or 5 (the one right after the one in the pic you displayed here), and the game crashed on both times when I was hit by an enemy during the planet rotation animation.

Also, I experienced movement slowdown. I agree with other comments that diagonal movement would be nice.

Congratz for the entry :-)
kroltan
24. Apr 2012 · 20:02 UTC
Perspective is weird, but nice job.
Nolan C
24. Apr 2012 · 22:57 UTC
Neat little maze game. On level 3 the camera started going crazy and I got stuck on the other side. But I like the concept.
kato9
24. Apr 2012 · 23:30 UTC
Very clever mechanic and an enjoyable game overall. I would've kept playing if there were more levels!
Cake&Code
26. Apr 2012 · 02:33 UTC
The difficulty sure went from zero to one hundred quickly! Nevertheless, it was pretty fun to see such a cool game built in PlayCanvas. If only those red guys were easier to avoid! xD
orangepascal
26. Apr 2012 · 06:25 UTC
sadly wouldn't load :( the intro text shows, but after that the screen stays white (Chrome running on a MacBook)
🎤 daredevildave
26. Apr 2012 · 09:51 UTC
Hey orangepascal, could you send me any console output you are getting? It was developer in Chrome on a MacBook Pro, so it should work :-(
vilya
26. Apr 2012 · 20:27 UTC
Great game, very polished. I seemed to get stuck on the scenery a few times when it looked like there was a large enough gap to walk through, but that only happened once or twice. Could be improved by adding a limit on the number of lives as well, perhaps? Oh and a finish screen too. :-)
namuol
26. Apr 2012 · 21:53 UTC
"You are Commander Jameson" -- I think our games may share an influence, despite their major differences. ;)

Nice work! I'll definitely have to check out the library you used. WebGL is something I've sort of avoided for a while because it used to be so primitive... What was your experience with PlayCanvas like?

One feature request I'd make is being able to rotate the camera around the cube, but that may defeat the challenge of certain puzzles.
🎤 daredevildave
26. Apr 2012 · 23:37 UTC
@namuol Heh, we wondered if anyone would notice :-)

Well, as we wrote the library ourselves, we somewhat biased as what is like to work with, but I think it turned out pretty well especially as we're not artists.

Drop me an email at playcanvas.com (dave@) if you're interested in checking it out.
mneubrand
27. Apr 2012 · 02:56 UTC
Nice concept for a puzzler. The red guys make it a bit frustrating though.
Square Particle
27. Apr 2012 · 15:56 UTC
Very nice, but I found the controls hard to use. Good puzzles, and graphics
PabloAM
27. Apr 2012 · 20:53 UTC
Nice game and idea.
Just I have lost the player in the first "world" the camera didn´t follow the player :S

But anyway, Good job!
Moth
28. Apr 2012 · 10:50 UTC
A slick little game! I like the mechanic of viewing three sides of a cube, although I would also like to be able to see the solids on the two adjacent unseen sectors for those moments when you can't tell if there's a solid keeping you from going over there.

The graphics pop pretty nicely and the faces on the red dudes are pretty humorous. I understand the game's control is deliberate, but I still must say it was a bit tricky maneuvering around them due the collision boxes of everything are quite large and the perspective does make judging whether or not you're out of an enemy's trajectory a bit difficult.

I think the cutscenes and concept are really nice as well!
derrickdool
28. Apr 2012 · 16:12 UTC
Cool puzzler, tied into the theme nicely.
Had a lot of trouble with perspective/controls when trying to time movements with the "native lifeforms"
gnx
30. Apr 2012 · 05:21 UTC
I like the concept.
The player character moves a bit slow for my taste.
Everything is clear and no instruction is really required which is a great thing.

A bit richer soundscape would've also done wonders to the general mood :)
dray
30. Apr 2012 · 15:06 UTC
quite hard mostly because of the controls, but i like it, nice game
domrein
03. May 2012 · 15:33 UTC
Fun game! Nice to see the 3d used for gameplay reasons.
summaky
08. May 2012 · 08:04 UTC
The player moves too slow in my computer that it makes the whole experience frustrating. I also wish I could rotate the planet so I could see the other faces, otherwise is just a hit-and-miss game; no strategy involved.
davidwparker
08. May 2012 · 14:02 UTC
Great idea... still needs a little work, but well done.
Directions are a little hard to keep correct.
Hitting a single bad guy and resetting the level sucks (makes it really hard).
Well done though, love the use of WebGL.
azurenimbus
10. May 2012 · 19:12 UTC
I like the streamlined, simple concept. Better graphics and some music would create an interesting mood, especially considering the asteroid keeps coming. You should capitalize on that to create tension!
Kyatric
12. May 2012 · 15:38 UTC
Nice concept, good puzzle game.
Indeed there's a gap in the difficulty with the introduction of lifeforms, but the overall concept is pretty cool.
Good job.