Planet Jumpers by Adrenallen

[raw]
made by Adrenallen for Ludum Dare 45 (COMPO)

planet<em>jumpers</em>ca.png

Planet Jumpers is a game about exploring a randomly generated, never ending, universe. With minimum fuel you must make it as far as possible, overcoming everything the universe can throw at you.

PLAY HERE

Gameplay

The game is split into multiple "phases".

Crash

You start off, having just run out of fuel, careening towards an unknown planet. You must avoid debris and ground obstacles to make it safely all the way to the surface.

Explore

Once you reach the surface, you step outside of your ship, and must explore the landscape. Your goal, to obtain enough fuel rods to launch your ship back into space. You can also find other items, such as ship repair kits while exploring!

Launch

After launching back into space, you pick a direction and start flying. Be careful to not be sucked into the gravitational pull of hazards such as stars, and avoid any other untimely visitors! Keep an eye on your fuel gauge, when you run out you will float until you hit something! Use the gravity of planets to launch yourself further and maximize fuel!

Death

When you die, your journey is not forgotten! An online leaderboard allows you to submit your jump results. You can also view the top 10 most legendary jumps that have been completed!

Tips

  • If you are having trouble, use _Explorer Mode_ to make the game significantly easier (Found on the main menu). You won't be able to submit to the leaderboard, but you may be able to see more content in each run.

  • Planet gravity can be used to speed yourself up without wasting fuel, allowing you to travel further.

  • Planets with the worst atmosphere are darker and tinted green. Planets with "bad" atmosphere are slightly dark and tinted red. Planets that are bright will have the best atmosphere. The better the atmosphere, the less O2 you use on the surface.

  • Smaller planets actually have smaller landscapes to explore, this can make finding fuel on them easier at times (Although less fuel is present overall on these planets).

  • Some planets have "air pockets" that are planet colored squares on the ground. These will refill your oxygen.

Features

  • Fully procedural universe. Every playthrough is different. Every galaxy has a variety of planets at different distances/locations. Every planet has a variety of properties that affect things from size, air quality, gravity and more. Every planet landscape is uniquely generated based on properties from the planet.

  • Tutorials! Play new game with tutorials to see a tutorial before each phase of the game.

  • Aliens! After exploring so far, you may encounter alien ships. Avoid their missiles or your ship will take damage!

  • Six unique planet biomes, each with their own surface and hazards.

  • Four unique ways to die!

  • An online leaderboard, compete for a position on the list of Legendary Jumps!

  • Explorer Mode! Is the game too tough? Do you want to just see what the universe has to offer? Turning on this flag at the main menu means that you will not die from lack of oxygen, and your ship still works with no fuel! You won't be able to submit your journey to the leaderboard though.

  • Adjust the music and sound effects (or turn them off!).

  • Quick transition mode, for skipping the interim messages (I know it can get old).

Development

Everything in this game was created by me alone between Friday (10/4) 6PM and Sunday (10/6) 6PM. Here are the tools I used!

Code

Art

Sound Effects

Music

Leaderboard Development

The leaderboard server was created by me using an Amazon EC2 instance. It is being served by a NodeJS application.

Cut/Unfinished Content

As with every Ludum Dare, there are a handful of things I unfortunately did not get done in time! - An intro cinematic. I wanted a quick scene showing the ship's dashboard flashing warning signs, then cutting to an empty fuel gauge. This would only show at the start of a new game, to set the mood a little. - Aliens on planets! I really wanted this one to happen, but I wasn't even close to having enough time. This is why you can look around with the mouse on the planets, I had plans to give you a gun to fend off creatures! - Better animation for the "air pocket" sprites. Right now they look like little squares, hard to tell what. I wanted them to be weird growth on the ground that spurted bubbles out that gave you oxygen. - Black holes. I wanted to add blackholes that would damage you in some way, but would teleport you to a new location. - Asteroid fields. The point of these was to just force the player to either use fuel to go around or attempt a flight through. Not sure if this would have been another sequence like crashing or just obstacles in space. - Unique sound and music for each biome. I thought it would be cool if each planet had its own sort of mood via music and ambient sounds. - Unique sky obstacles for each biome. Really bummed this one didn't make it in, I think the space debris is okay but unique sprites for each planet would have been way cooler. - A thruster animation for the player's ship in space. I put this low on priority because I thought it looked passable without it. Never got back to it. - Alien ship death animation. - Animated tiles for relevant planets (i.e. gas planets). This is not straight forward in Godot at the time of writing, and would have required some extra work to spawn sprites in over top of the sprite map. I was closing in on the deadline and thought the static tiles would suffice. - More animations for planets such as lava planets.

Post Submission Changelog

  • Removed alien ship present on first launch (this was for debugging whoops).
  • Fixed a bug causing the "easy" starter planet to not be first planet after the first playthrough.
  • Fixed wording of "sun" to "star" in tutorial for launch phase.
  • Fixed a rare bug in the explore phase where world generation started out of bounds, causing a tunnel to lead out of the map.
  • Changed player starting fuel from 0% to 20% so that you only need to find one fuel cell on the starting planet to take-off.
  • Increased the spawn rate of fuel.
  • Tweaked explore phase world generation parameters, this should result in more open landscapes and less maze-like tunnel systems.
  • Fixed a bug where the player could accumulate more than max fuel.
  • Fixed a bug causing distance to not reset between runs.

Ratings

Overall 177th 3.574⭐ 29🧑‍⚖️
Fun 102th 3.63⭐ 29🧑‍⚖️
Innovation 68th 3.87⭐ 29🧑‍⚖️
Theme 412th 2.87⭐ 29🧑‍⚖️
Graphics 237th 3.333⭐ 29🧑‍⚖️
Audio 241th 3.04⭐ 27🧑‍⚖️
Mood 148th 3.462⭐ 28🧑‍⚖️
Given 24🗳️ 4🗨️

Feedback

TolMera
07. Oct 2019 · 11:30 UTC
Pretty cool :) I like that your maps are procedural. I think you need a test in place to check that there are resources around the crash site, or the player will die a few times on the first crash site (like I did) because there's no resources within range. It would also be nice to be able to jump back in the ship to get a refill of oxygen.

I really like the re-entry effects as well, when you hit a planet with an atmosphere, you have reentry, but when you hit a planet without atmosphere there's no re-entry effect. A nice little touch (I only saw it was missing on the first crash though, so not sure it it's truely as I saw it to be)

I finally got shot out of the air by the alien, it would be nice if I could outrun them, or accelerate away from them. I found the only effective defence to be a hard spin which would throw the missiles off because they can't turn as hard as I could.

Overall, pretty cool game, nice idea, seems pretty solid too. Well done.
07. Oct 2019 · 12:24 UTC
My favorite game so far! Addictive and fun! The leader board is a nice touch!
🎤 Adrenallen
07. Oct 2019 · 14:08 UTC
@tolmera Thanks for playing! I'm glad you enjoyed it, and you picked up on some of the finer details!

The crash phase background and effects are triggered by a few things such as size of the planet, sometimes you start all the way in a space kind of background with no ground obstacles!

Originally I had the rockets slow enough to outrun, but I changed them to be faster. The reason is to combat the strategy of just floating as far as possible for max distance. You can lead them into planets/stars to cause them to explode. You can also lead the alien ships into stars to kill them.

If you found the game too hard, I added a last second "exploration mode" to the main menu. If you toggle this on, you cannot submit your score at the end, but you do not die when you run out of O2. Additionally you can continue to boost your ship in space once you are out of fuel. This lets people see the full game when the RNG isn't being kind to them.

If I had more time I definitely would have tweaked the RNG more, it can be brutal!
Thiago Nascimento
08. Oct 2019 · 03:09 UTC
that damm labyrinth after you crash is just counting on luck... I`m not lucky.
🎤 Adrenallen
08. Oct 2019 · 03:19 UTC
@thiago-nascimento Thanks for playing! Yeah the RNG can be brutal at times. I wanted it to be challenging to the players (especially with a leaderboard), but I didn't get enough time to properly balance the RNG on the explore phase. After the first planet, you can actively avoid more difficult planets if you play carefully.

If you are having a hard time, I recommend trying out the "explorer" mode, you will not die from lack of O2 and your ship works on no fuel. That way you can see more of the game without worrying about the RNG! You can toggle this from the main menu. It does make it so you cannot submit to the leaderboard, but it allows everyone to see the game in full.
Oune
08. Oct 2019 · 21:34 UTC
I got here following your post on the procedural level generation. It got me intrigued.

I like the idea of having different phases. The tutorial is a great plus as well. The reentry effect made me laugh. Great small touch. On the contrary, I didn't really enjoy the controls during the re-entry phase as it felt a little bit clunky to me. However, this could be a personal preference as I prefer to have a fast moving vessel for those kind of games.

Overall, good job. I'm sure the game will get even very good if you keep working on it.
🎤 Adrenallen
08. Oct 2019 · 21:38 UTC
@oune thanks for checking it out! I'm glad you enjoyed my post about the level generation. Tutorials were a major goal of mine for this entry, glad to see it worked out!

The controls on the re-entry phase are definitely a little sluggish. It changes based on the gravity of the planet, so if the planet has high gravity the ship takes longer to go back up, which can make it feel clunky. In theory it was cool, but I agree it didn't really play out as great in practice.

Thank you for the feedback!
p-r
08. Oct 2019 · 21:52 UTC
The explorer mode is a cool feature. I also like the atmosphere changes when doing the landings, great detail. Can get hard when moving in space, with the gravity pulls, and then you're already low on fuel and being attacked.
stephenwhoskins
09. Oct 2019 · 02:36 UTC
I like that the game changes modes. That allows you to enjoy multiple gaming experiences!
Lex
09. Oct 2019 · 02:41 UTC
Whoa, that a really neat game loop you got there. Congratulations!
Corrade
09. Oct 2019 · 02:52 UTC
Impressively meaty. There's a good deal of replayability here.

On one occasion opening the leaderboard from the main screen crashed the game. The audio sometimes stuttered/droned a bit during scene changes. I also landed in the initial crashing phase at about 2k ft as opposed to 0. Otherwise I think you've got a solid foundation going!

Edit: Yeah the leaderboard was awesome. It was really cool to see a multiplayer component.
Erin
09. Oct 2019 · 03:02 UTC
I can't imagine coding up THREE different games during a single jam! I enjoyed how you swapped up the music a little between modes, but it stayed really cohesive. I had a bad guy ship come after me so I emergency landed on a planet to dodge his missile, and then I noticed the re-entry fire on the ship as it was landing. Excellent!
geoff.nagy
09. Oct 2019 · 03:14 UTC
Being able to leave your spaceship and walk around is a pretty neat feature. I enjoyed the mix of game modes. Great job with the procedural design!
🎤 Adrenallen
09. Oct 2019 · 03:18 UTC
@p-r I'm glad you liked the explorer mode! It was a last second addition, and I think it was a good one.

@stephenwhoskins The scope was larger than I have done in the past, it was a crazy 48 hours!

@lex Thank you very much!

@corrade I'm glad you found it replayable, I was really aiming for that with the leaderboard especially. I have also noticed a few little glitches with stuttering, I think it is just the web port unfortunately. As for the landing at 2k ft, I have also seen that and I think it is a result of me using ticks based on frames for some of the objects as opposed to the phsyics engine ticks, simple mistake! Thank you for the kind words!

@erin It was a _crazy_ 48 hours, I think I only slept for like 30 minutes on Sunday morning haha. The scope was much larger than I'm used to for this competition, but I think it came out okay! I'm glad you enjoyed the music changes, I really wanted different ambient noises and music for each planet biome but I ran out of time! I settled for different music in each phase instead.
🎤 Adrenallen
09. Oct 2019 · 14:41 UTC
@geoff-nagy I'm glad you enjoyed! I was excited about how well the transition between modes came together!
el_fideo_rubio
09. Oct 2019 · 18:24 UTC
I like all the work that you put in for this one I cannot imagine generating some many things in 48h, good job man :)
🎤 Adrenallen
09. Oct 2019 · 19:26 UTC
@el-fideo-rubio thanks for giving my game a play!
unept
09. Oct 2019 · 21:45 UTC
HTML5 link is not working for me?
🎤 Adrenallen
09. Oct 2019 · 21:52 UTC
@unept seems to be okay for me, are you just getting a black screen? There is an issue with the Godot exports that cause this sometimes, try refreshing and it should come up. I've also only tested this on Firefox and Chrome. If you are using a different browser let me know and I will troubleshoot it so you can play!

There is a windows exec download available worst case, but the HTML link should work!
lovetocode999
12. Oct 2019 · 00:22 UTC
Very fun game, enjoyed exploring and finding resources! The controls felt a bit clunky in the crash phase, but besides that the game was magnificent!
🎤 Adrenallen
12. Oct 2019 · 05:45 UTC
@lovetocode999 glad you enjoyed it! Agreed the controls for the crash phase ended up a bit clunky. The gravity of the planet affects how quickly the ship can move upwards, which in theory was going to be a neat little detail but in the end just makes it feel unresponsive.
pestodesign
12. Oct 2019 · 08:06 UTC
Wow, different that what I expected from your post! :) After reading that I thought it will be a space managing game - what I have in mind - but this is very nice! At first I was afraid we just gonna play Flappy Spaceship all day, but the landing and exploring and all the different places make this very interesting. Also the highscore system is nice, well done!
🎤 Adrenallen
12. Oct 2019 · 20:56 UTC
@pestodesign thanks for playing! I hope you enjoyed my post, it's a lot of fun writing those up! I'm glad you had fun, even if it wasn't exactly what you expected!
Jupiter_Hadley
16. Oct 2019 · 15:35 UTC
Cute, complex game! I included it in my Ludum Dare 45 compilation video series, if you’d like to take a look :) https://youtu.be/RIViZJOE9ps