Red Rock by Spooky
Red Rock
A first person asteroid shooter

Pilot a super high tech up-gradable ship and take on every astronauts worst fear.
rocks have a chance to drop ship repairs save them up or you could spend them at the end of each wave to buy/upgrade weapons - the choice is yours
Good luck!
Team: * James Dornan - https://twitter.com/JamesDornanDev * Andrew Neale - https://twitter.com/NeverRestStudio * Paul Sinclair * And Callum Lory https://twitter.com/t_calster
| Windows | https://neverreststudio.itch.io/red-rock |
| Original URL | https://ldjam.com/events/ludum-dare/44/red-rock |
Ratings
| Given | 27🗳️ | 33🗨️ |
+Great intro screen
+Great music and graphics
-Upgrades dont seem balanced
A couple things I could notice is that I seem to lose integretity a bit randomly, and that the beam cannon doesn't appear after buying it. I'm also not sure how to consistently gain ship integrity besides blowing up asteroids and randomly gaining some.
Otherwise, I love the feel of the game, and the controller support is a great plus !
However, it's very hard to keep enough hull integrity to buy upgrade.
Well done anyway !
@shadowhaxz0r We will look into that on our post jam update to the game.
@garys Could you elaborate more? I'm interested to make improvements.
@gludo Oh no we did think that might be a possibility!
@yvanor Glad you enjoyed it I personally love hard games however we could implement an easier mode!
Thanks all for your feedback <3
Nothing really to complain about.. the music is not my taste, but meh, that's really subjective.
I love how the menu is displayed, really nice composition!
Also the ingame look is really nice, at first I thought you wouldn't see that much out of that cockpit, but I think it's really the right amount for the game!
I didn't like how chaotic it was, with asteroids hitting u without being able to see them.
But all in all a great game
Other than that, the game is pretty harsh towards the player. Asteroids spawn very close to you and I got hit several times without me noticing anything in front of me. It's very unclear if the debirs of destroyed asteroids damage you or not and the screen is cluttered with so much stuff, that reacting becomes very frustrating.
Also, I couldn't even afford one upgrade, because the first level already drained a lot of my integrety. So your theme integration (replace coins with hp) feels a little tacked onto the gamepley loop without balancing it out properly. A lot of games this time around make this exact mistake. I played three levels and didn't get one integrity repair kit from an asteroid. So the whole upgrade mechanic was completely unusable for me.
I think with a bit more variety in level to level gameplay and some balancing, this could be a fun game! :)
So currently asteroids are spawned and moved around the ship if they go out of a certain distance from the player position they are re-positioned.... it's this random-ness, and that you can see them visually pop in and out due to them being recycled and reused in the origin shifting updates a bit too close to the player position. For a later update I'd like to go with a scene level based system, given the countdown timer is only going to allow you so much time at maximum speed to move from 0,0,0 things could be reset on the weapon upgrade or a new level mission screen while you play so many rounds in one scene that can be more designer made with possibility to add in more variation to the levels and maybe other enemies to combat without doing it with an origin shifting system.
Your menu is perfect, so beautiful, I also like your FX on the canons: pretty simple and clear.