Edge Of Space by Valden

A game about the end of the world, and not enough space in space.
Race against an unstoppable supernova and face countless enemies in this retro arcade shmup created for the Ludum Dare 42. Try to survive as long as possible by killing your enemies and picking up power ups.
Features 5 weapons, tons of enemies, and retro monochrome pixel graphics that were good for the 80s. Also screenshake. And a CRT display. And Chiptune.
Made with 48h with Gamemaker Studio 2, LSDJ (music) and FL Studio (FX and mix).

| HTML5 (web) | https://element-dev.itch.io/edge-of-space |
| Source code | https://github.com/EspeuteClement/EdgeOfSpace |
| Original URL | https://ldjam.com/events/ludum-dare/42/edge-of-space |
Ratings
| Overall | 30th | 4.059⭐ | 78🧑⚖️ |
| Fun | 35th | 4.007⭐ | 78🧑⚖️ |
| Innovation | 483th | 2.953⭐ | 76🧑⚖️ |
| Theme | 131th | 4⭐ | 78🧑⚖️ |
| Graphics | 25th | 4.224⭐ | 78🧑⚖️ |
| Audio | 3th | 4.211⭐ | 78🧑⚖️ |
| Mood | 4th | 4.226⭐ | 33🧑⚖️ |
| Given | 35🗳️ | 27🗨️ |

2. I love the game.
3. I hope that you make moregames in the future.
the sound effect.
the music.
the sprites.
Every thing, it feels so retro and awesome
First is a direct connection between your health and the wall. It feels arbitrary to have two forms of death. I feel like the game could be a lot stronger if you combined them, and made it so that when you get hit the wall gets closer to the player.
Also, it sometimes felt like the wall sometimes moved a lot faster than others, and one game I got almost none of the large enemies that really stop its progress, so it felt inevitable in a bad way that I would be engulfed.
The controls of the game should have more options. I have a decent laptop, but it can't press the up and left arrow keys and space at the same time (I know). The option for using Z or another button to fire would be appreciated so I could use my right hand for movement. Not a big deal but it hurts the experience a little bit.
The graphics and sound are awesome. I love this visual style, and the execution with the crt effect and all of the different enemy graphics is simply amazing. Excellent work.
Overall, a really fun experience. Good work!
I know that the game is not very well balanced, again because of the time constraints.
For the controls, you can use ESDF instead of the arrows keys, or a controller (but I did have some problems where the controller wasn't recognised by the browser)
Thanks for the review !
_Also thank to everyone for your kind comments_ :hearts: !
You really did a amazing job.
aside from the artwork, music and gameplay what I find impressive is the punch of it all. I want a put a 6th star in mood.
So I hate it.
Try our game too, maybe you'll like it)
I keep dying though ;_;
It may be a bit too hard for me, and when you start loosing, you get less space so you loose even more. Maybe having more back and forth with the back wall, according to the kills you do, would be more dynamic.
I had a lot of fun !
Has a bit of a Luftrauser vibe to it -- here though, the concept is even simpler, but I find that I don't mind, since for this game, everything is in the execution.
Everything just flows and handles so well that it almost doesn't even register.
Big fan of the music, 'hopeful' in a way that only some retro-chiptunes seem to manage, seems to have as much filtering over it as the (also great, or at least very 'alive' and in a style I like) graphics/animation
(to achieve the 'old arcade-hall speaker' effect to it no doubt).
I like that the screen shakes just a little bit even if you do nothing at all, just to give it the feeling that you're going so fast the ship is about to blow up all on it's own, never mind the big white void.
The only criticism I have right now is that your eventual success (or lack thereof) seems to be a bit too dependant on the initial ships/upgrades you get thrown against you.
(Though the randomization keeps it more replayable I think.)
But maybe that's the reason the upgrades don't stack? Because that would have been neat, at the cost of making it even more arbitrary.