Supernova by Veralos

Note: I recommend playing the downloadable version if possible. The browser version is mainly intended for people who don't have a Windows machine.
Links
- Windows/Web: http://gamejolt.com/games/supernova/251704
- Source: https://drive.google.com/file/d/0B7xSEB22hPp3VVRxODNJNURITjA/view?usp=sharing
- Gameplay Video: https://www.youtube.com/watch?v=OgLcIDnW3Y0
Summary
You are a drone sent by a galactic dictator to destroy a solar system as a demonstration of power. Explore the small worlds in the small solar system to collect ore. This ore is used to power up your heat shield, allowing you to get closer to the star in the center and achieve your ultimate goal: destroying the solar system by self-destructing inside the star to detonate it. The solar system and planets are (somewhat) randomly generated.
Controls
Ship: * Left/Right: Turn left/right * Up: Accelerate * A: Land on planet/detonate star
Drone: * Left/Right: Move left/right * Up: Jump * A: Leave planet (when near ship)
Menu: * Up/Down: Choose option * A: Confirm
General: * Escape: Quit level/game * F4: Toggle fullscreen (not available in web version)
Credits
- Game made with Game Maker: Studio
- Sound effects made with Bfxr
- Music made with BeepBox
- Web build made with Game Maker: Studio 2
| Original URL | https://ldjam.com/events/ludum-dare/38/supernova |
Ratings
| Overall | 38th | 4⭐ | 50🧑⚖️ |
| Fun | 102th | 3.653⭐ | 51🧑⚖️ |
| Innovation | 336th | 2.979⭐ | 49🧑⚖️ |
| Theme | 128th | 3.771⭐ | 50🧑⚖️ |
| Graphics | 117th | 3.875⭐ | 50🧑⚖️ |
| Audio | 50th | 3.792⭐ | 50🧑⚖️ |
| Humor | 223th | 2.7⭐ | 42🧑⚖️ |
| Mood | 60th | 3.804⭐ | 48🧑⚖️ |
| Given | 87🗳️ | 112🗨️ |
If I were to give one piece of constructive criticism, it would be to add more variety to the levels, perhaps in the form of more obstacles, combat or more objectives. Of course, given the Ludum Dare time constraints what you have already created is pretty great in itself. Also, I don't know what you used for the soundtrack but I enjoyed it!
This is a good entry, and if you do decide to expand on it, it would make at least *me* happy.
Building heat shields to get to further levels was fun.
The controls were crisp and responsive. Planet Barron was a nice challenge. Good fun.

And I'll join the previous voices: I'd be happy to see it expanded :)
@shodanon The planets (and their names) are partially randomly generated, so I have no idea what Planet Barron entails. But I'm glad you liked it anyway.
@Takusan Thanks! I'll see if I can find more time/ideas to expand it in the future.
Well, here's one way to put it. This is like a 2D No Man's Sky: a grind to the center of a vast system with way too little content, randomly spread way too thin. The lack of challenge is unfortunate. There is absolutely no reason to play this again, in fact I nearly gave up after 4 planets as they had no challenge at all!
Another title which randomly sprung to mind just now is Redder, an old Metroid inspired flash game. Highly recommended, if you can stomach flash that is.
In conclusion big points for presentation, small points for interactivity and challenge. Don't fret, have a :robot:
Anyway, thanks for the feedback and I'm glad you liked the presentation.
The gameplay is fun, the difficulty level is good for an LD game, though the first levels are a bit too simple, and you could have reduced the amount of planets so it can be completed a bit faster.
Really good entry overall.
@avon I'm glad you enjoyed it. Yes, I'm certainly seeing now that I should have reduced the number of planets (and the size of the solar system).
The gameplay was fine, nothing too fancy, but it was fun moving through each of the planets, especially later on with the hazards.
I feel like it would have been a bit better however if there were a few less planets, as some of the areas were just copies of other planet's areas, which detracted from the exploration aspect.
Overall, was fun to play through, would recommend.
The gameplay is simple but can bring fun. I'd love to see more activities on the planets. But that just means there is a lot more fun you can archive with this game and a little bit of time :grin: Oh and the audio is fantastic, really catchy!
Good job!
@chao There's actually only 3 different tracks that get randomly assigned to each of the 12 planets, but I must be doing something right if you didn't notice the repetition too much.
@samurai-spark Thanks.
Great game, in every way
The amount of music in the game is very impressive, I had just wished there were a bit more veriety with obstacles.
A wonderful, surprisingly fun little entry!
Background music could use a bit more variation (on the planets).
I like the looping around the levels, that's a nice touch.
Planets could have used maybe another added difficulty, most of them weren't really that challenging.
The switch between piloting a ship and running around on a planet is nicely done, works well together. Overall, good job.
@mr-field Glad you enjoyed the choice that the looping gives you. I made you return to the ship when you die specifically so that you have a chance to try going the other way.
@mathijsvissers Thanks. Sorry about the lack of musical variety and difficulty.
It is amazing your control of project scope. It is like you know exactly how much you can make during the deadline (which few programmers can do). And I bet you also use these tools frequently, right (GMS, BeepBox etc)? :laughing:
###### Oh, and btw. Thank you for trying my game too, maybe you played an outdated version of it. I just noticed Itch.io was displaying the wrong one on top of the most recent one.
I've been pleased to play your game, I liked going from one planet to another, discovering them and trying to get everything!
I also liked how you put a name for each of the planet, it feels like there could be some lore and to develop a story with that!
There was just one thing that frustrated me a bit, that was sometimes when I died to an obstacle, and that I had go back to the point I died to try it again, but I guess that's also part of the gameplay, it made me come back at it :p
Oh and just sometimes trying to get close to a planet with the ship was a bit rough.
Overall that was really nice, congrats! :D
@meronsoda Don't tell anyone, but the drone has treads mainly because they're a lot easier to animate than actual legs. I don't know if I'm that great with scope - this was maybe a bit too ambitious with two different control styles and the random generation (which I'd never done before), but I managed to get the basics done. I've used Bfxr and Game Maker (at least the previous versions) for a while, but I only started using BeepBox fairly recently.
When it comes to playing LD games, I want to base my ratings on the original submission so that's the version I will generally play. I'm sorry if I commented about an issue that you had fixed in an updated version.
@mewsoul Glad you liked the planet names - one of my favourite parts of the game is the silly planet names it generates. I'm surprised you're the first person to have difficulty with landing. The ship controls could be polished a bit.
@simonhutchinson The engine I used (Game Maker Studio) requires specific modules to export to platforms other than Windows. Unfortunately, these are no longer available for the version I used. To create a Mac/Web version I would need to purchase the newer version and port the game to it. It's possible - and since you've expressed interest I'll try looking into it - but I can't make any guarantees.
It feels like it needs on more "thing." I'm not sure what that thing is, but, at the currently length it starts to get a bit dull after the first couple of planets. If there were an enemy or some other challenge involved this would be perfect.
Oh, and love the graphics too!
Still, the music was very nice and the matter-of-factness of the ending left me on a good note.
SFX was pretty good, songs were great, but some sounds were a little too loud, I think.
I liked how map difficulty had progression the closer you were to the sun, even if they were randomly generated.
Overall a pretty solid game.
My only real complaint is the lack of diversity in room layouts, after the second set of planets I kept seeing repeats of room layouts, but it is a jam after all so that's a pretty minor complaint (maybe cut the # of layers down by 1 until there are more rooms?).
Found controlling the ship a bit awkward, being unable to turn in place, but got the hang of it.
Level screens often seemed to repeat layouts, but difficulty level was right in the sweet spot. Introducing some of the hazards (spike balls, moving things) earlier probably wouldn't hurt, though.
Great job! My cat also enjoyed swiping at the little guy as he ran and jumped across the screen.
Feels good!
Loved this game! The platforming was cool, the graphics on the planets worked REALLY well together, and the levels were interesting enough to keep me playing to the end.
I could DEFINITELY see this game be a great game for speed running, figuring out the optimal routes, should I go left, should I go right? When is it appropriate to suicide to return to the ship, etc.
Overall great job! You could tell a lot of work went into this game and I had a great time playing it
I always love seeing people do procedural generation during Ludum Dare (even if I didn't do any myself time around).
Other than that, I can only echo what everyone else said about the aesthetics, the game looks and sounds very nice. Kudos to you.
Controls are smooth and makes me wanna continue to play
The controls are great!
### Suggestions:
- I wanna an arrow to lead the direction to the nearest planet in the spaceship mode
- The difficult curve is not reasonable. A better idea is you just need to collect not all the crystals in an orbit, but maybe half of them. That makes the freedom and decreases the repetition.
- I wanna to see the environment change after your action and after the game progress. That can reduce the repetition too.
- Remember, less spawnpoint, more frustration.
- You've successfully create a accumulation/releasion of tension in each planet by putting different difficult levels in different distance. However, I donnot see a tension increase as you are getting closer and closer to the sun
@jdoughty I don't know if I really put that much thought into all the "subtle choices", but I'm glad you appreciated them anyway.
@chris-delta Sorry about having to redo challenges. I underestimated how many unique rooms I would need to avoid noticeable repeats.
@ryujr Thanks for playing. What sound effects were too loud?
@joatski The third area is supposed to be harder than the second, but it's done in a bit of a roundabout way: I originally planned to create "easy", "medium" and "hard" screens that would be used for each successive area. In the end I only had time to make "easy" and "hard" screens. The first area uses only "easy", the third area uses only "hard" and the second uses a mix of both. This means that sometimes the second and third areas aren't that different since they both use the "hard" screens.
@primitive-concept The ship controls can certainly be a bit tricky. I might try allowing you to turn in place if/when I make a post-LD version.
@sean-m Good job destroying the solar system! It's always cool to see screenshots from players. I don't think the random generation would work for a speedrun game, but it's good to hear you found the routing options interesting.
@superpokeunicorn I'm glad you liked the presentation. I suppose I could have tried to fit the theme better, but I already had a vague idea for a game like this and the theme was close enough that it seemed like a good opportunity to try bringing that idea to life.
@philomory Yeah, I thought "procedural generation" (that phrase sounds a bit grandiose for my primitive attempt) would be an interesting challenge. I think I managed to pull it off okay, but there are definitely a lot of things I could have done better.
@fangzhangmnm I appreciate the detailed feedback. I don't know if you noticed it, but the minimap in the top right gives you a good idea of where nearby planets are. Still, an arrow couldn't hurt. Requiring only a certain portion of the ore/crystals is a very good idea that I wish I'd considered earlier. I did try to have a difficulty increase as you move closer to the star, but it could be done better.
@megalink If I was able to do things differently, I probably would've reduced the "good amount of content" in exchange for making it less repetitive/boring. Quality over quantity and all that.
@linus I'm pleased you liked the concept.
it took me few tries, before i understand that, i need to go to these planets, since i died twice or so, but afterwards, things got pretty straight forward.
and i loved the mini map, it was pretty neat, great job man.
Really fun game, I really love exploration games and it definitely got me excited. Good work!
Best things to me were:
-Gameplay - Simple, but effective. However, the depth of being able to move between planets in a ship added to it greatly.
-Graphics - I just love pixel art, and it was done really well here. See P1 to see my only problem.
-Idea - As said above, it was a really cool idea, going through each island like puzzle planet
Sound(ish) - Well put together sound that added to the game
P1:
My only few problems were the maps. I understand the limited amount of time given, and I suppose that is why, but the planets seemed kind of repetitive at times, especially since the only tiles besides "traps" or entities were the ground and background, which were all just recolors. Its really small, but just something for me that stood out.
I did however appreciate the small touch of using darker colored tiles in the background, very effective.
All in all, a nice round game with a innovative idea, nice simple sound and graphics.
@kataware Thanks for the detailed feedback. The variety of the planets is certainly the main thing to be improved (for both visuals and gameplay). It's good to know you liked the darker background. For a few of the areas I added some pointless platforms just so the background tiles would make things more visually interesting (the game automatically adds background tiles below platforms).
@clickmation A boss in the centre isn't something I ever thought about and I'm not sure how much sense it would make, but it's definitely worth considering.
I could definitely see you adding to this, maybe adding some more content like upgrades for some tougher planets, or some action in the space travel portion of the game. Feel free to name a planet Kodiqi if you continue developing :)
The planet names are actually generated by randomly combining a first half and second half, but I could certainly add the halves of "Kodiqi" to the system.
The difficulty ramp-up felt really well done, at least for someone like me who's not great at platformers - just when I thought I was getting the hang of things, I got a shield upgrade and things got a bit more intense, but never punishingly so.
All in all, a great compo entry - good job!
I spent quite a bit of time with this game, I think I'd love to see some variety of user interaction to modulate the engagement curve. Well put together and thought out!
I played all the levels, and found the ending quite satisfying! :smile: I had a lot of fun.
This is a very complete, thought-through and well designed entry, and you should be proud of it! :thumbsup:
By the way: Thank you for reporting my broken game link. I’ve uploaded it to a different host now, and it might be more stable: [**Entry page**](https://ldjam.com/events/ludum-dare/38/dr-plumb)
@occultone Thanks for checking out the game. Sorry I wasn't there for the stream.
@phi Killing yourself isn't much of an exploit; I always knew it about it. I guess you could consider it a special tactic for players that can figure it out. Anyway, thanks for playing. It's nice to know you managed to make it to the end.
One issue I have with this game is that having to restart from the beginning of each planet every time you die was annoying.
Interesting to explore these planets. I like how their colors are different and how they vary in size.
However, it was a bit too simple, and some patterns were repeating 3 times sometimes (the "blades" moving back and forth in the exact same spots)
@kwisarts Unfortunately, I didn't realise how many screens I would need to make to avoid noticeable repeats (and there's nothing in the code that stops it from happening).
@dj-pale The terrain is slightly smaller than it looks, so perhaps that's why you fell off when you thought you should've jumped. There's no delay to the jump - I can't really do much to fix it short of letting you jump in mid-air.
@automatonvx Glad you enjoyed it. I thought the wrapping was neat too. Sorry, about the length - the comments have made it clear that I really should have toned that down.