ROOP (Running Out Of Power) by Spetsdod
You have a space ship. It holds 1000 units of power. Enemy space ships want your power. Don't let them take it!

This is my first LD Compo game. Had a great time working on it, even though I didn't have as much time as I would have liked (other obligations).
Game was created using Clickteam Fusion 2.5, PyxelEdit, Photoshop, and sfxr for sounds.
Somehow I managed to click the Do Not Rate Me On Graphics box at some point, but that is wrong. All of the graphics were created by me during the Compo. I've fixed the checkbox, but of course now there is a hole in my ratings. If you liked the graphics, and are looking at this again, please take the time to rate them. Thanks in advance.
Gameplay Question
I'm seeing several comments about the handling of the ship being hard, or the controls being difficult. I've played this in 4 different browsers in 3 different operating systems, and it appears to behave as I'm expecting. If you experience something odd, please describe in as much detail as you can what you feel is wrong and I will see what I can do to address it in the evolution build.
YouTube Demo
Created this video to show gameplay and maybe get feedback on performance vs. what others are seeing.
https://www.youtube.com/watch?v=6Eaf8ACdPgc
Known issues:
- Enemy ships spawn randomly inside the game field, which results in unavoidable collisions some times.
- Random seed isn't random yet.
- Physics engine has an issue when exported to HTML5 as best I can tell. Had to reduce thrust to very low levels to make it playable in web interface, which makes it too slow to be viable in CTF.
- If you shoot at overlapping enemies, one of the dropped energy pods scales wrong and is stuck in one spot
Roadmap for the future:
- Add additional power-ups
- Improve enemy logic (enemies avoid colliding with each other, ie: no overlap)
- Add tractor beam to collect energy pods rather than colliding with them
- Add music
- Add animations (engines, ships exploding, maybe slight parallax in the background)
- Power bar on ship?
- Score breakdown on game over screen
- Add additional enemies (tougher enemies)
- Add enemy combat functions (shooting, mines, etc)
- Possibly convert the game to a panning view rather than a static screen with warping
- Add a mobile port
- ???
2 August 2017 Notes
Thank you everyone for the amazing feedback. It's really great to hear the suggestions and comments. Ironically, many of the suggestions being made are things I already have planned for the game but just didn't have time to get done during the Compo. I have already started adding a few things which you can find at the link below. The main HTML5 (Web) link at the bottom is still the one to use for rating the game. All in all this has been a great experience and I'm already hyped and looking forward to the next Ludum Dare.
6 August 2017 Notes
Work continues on the evolution build. I've added in some new features, detailed in the list below. Once you have played the submitted version of the game, please play the updated game and see how it has changed.
THESE ARE THE LD39 SUBMISSION LINKS FOR RATING (This is what was completed during the Compo, and should be used to rate the game)
- HTML5 LD39 Submission http://www.spetsdod.com/ld39
- LD39 Submission Source http://www.spetsdod.com/ld39/source.zip
THIS IS THE POST EVEN UPDATES LINK
DO NOT RATE ME ON THE FOLLOWING LINK
- HTML5 Post Event Updates http://www.spetsdod.com/ld39-evolution
This is where I will continue to add in new features after the event.
Added:
- High Energy Pod Drop from random enemy ships
- Updated Start screen with scoring changes
- Fixed random seed so ships should appear more randomly now (still spawning in the playfield - haven't fixed that yet)
- Post game score breakdown
- Fixed enemy spawning inside the frame. No more unavoidable collisions
- Enemy speed increases slightly every 30 seconds
- Added explosion animation when enemies are destroyed
| HTML5 (web) | http://www.spetsdod.com/ld39 |
| Source code | http://www.spetsdod.com/ld39/source.zip |
| Original URL | https://ldjam.com/events/ludum-dare/39/roop-running-out-of-power |
Ratings
| Overall | 517th | 2.957⭐ | 48🧑⚖️ |
| Fun | 427th | 2.978⭐ | 48🧑⚖️ |
| Innovation | 635th | 2.111⭐ | 47🧑⚖️ |
| Theme | 440th | 3.304⭐ | 48🧑⚖️ |
| Graphics | 451th | 2.889⭐ | 38🧑⚖️ |
| Audio | 436th | 2.386⭐ | 46🧑⚖️ |
| Humor | 464th | 1.784⭐ | 39🧑⚖️ |
| Mood | 452th | 2.675⭐ | 42🧑⚖️ |
| Given | 43🗳️ | 43🗨️ |
Thanks for the game!
Nice job on your first LD!
If you're adding more to this, I would suggest a shield of some sort, as well as a weapon upgrade with a wider spread of fire (like a space shotgun). If you're going to keep the energy mechanic, you might want to give a visual indicator of its status on the ship, as that is where the player's eye is usually focused. Just an energy bar above the ship would achieve this.
Well done, the gameplay doesn't stray too far from the classic Asteroid genre, but making us be extra careful with "fuel" management is an interesting twist. It's hard to figure out whether it's worth it to go out of our way to catch fuel cells (it can quickly cost >20 to go catch one), so it takes a few replays to really learn the right tactics.
All in all the game works well, has above average graphics, and all it really lacks in the end is some music. Congrats for your first LD game!
Nice solid take on the Asteroids template!
Good job! :smile:
P.S. Just so you know, developers tend to find controls/the difficulty of their game easier than the average player. This tends to be because of all the time spent testing during the development and how things get added slowly which makes it easier for your brain to get the hang of. I had to make my game way easier than I'd like because I knew that other people would find it too hard if I kept it at the difficulty I liked.
remind me many of DOS games in my youth)
[EDIT] I played the postjam version and my score skyrocketed (no pun intended), I'm not sure how much was due to your changes and how much was just me getting better at the game, but I enjoyed it a lot more, watching your demo probably helped me get the technique down too. Great job :)
Anyway, thanks again for the feedback. I'm glad you enjoyed the game.
But, looking at the comments above it also seems like that's part of what makes the game fun, learning to balance between too much and too little power. I'd still like to have a little more power to _myself_.
The fuel runs out pretty fast, but that is thematic enough and keeps the playthroughs short which is fine and dandy.
Good work!
I had a similar idea for a mini LD 72 a little while ago,in the schmup style instead of asteroids, where you lose points for each shot, so tries to encourage accuracy. https://automatonvx.itch.io/schmup-trainer.
For this style of game i always think a leaderboard to encourage competition adds quite a bit too. mine had one but it seems to be currently broken.
Other stuff - as already said, music would be nice, I also think it would be better for the overall feel, if you keep a consistent resolution for the background and the main sprites (which are pretty decent).
Overall, good job, congrats for your first LD.