Space Limiter Warp Drive by LDJam user 377116

You have engaged your space limiter FTL-drive to get back home in time to play the ludum dare 54 games! Harness the energy of the singularities by getting close to them and maximize your points!
IMPORTANT: The embedding on this page is cut off with the scroll bars, try it on itch.io if this happens to you, please!
INSTRUCTION: - Move with arrow keys, WASD, mouse or controller stick - Complete each level by charging your warp drive - Charge your drive by getting close to the red orbs - Avoid touching the red orbs to keep score multiplier - Try to get the highes score!
| Link | https://2thegamechanger.itch.io/ld54-space-limiter-warp-drive |
| Link | https://github.com/2thegamechanger/LD54 |
| Original URL | https://ldjam.com/events/ludum-dare/54/space-limiter-warp-drive |
Ratings
| Given | 0🗳️ | 15🗨️ |
My only feedback was that some screens were a lot shorter than others because they gave more circles than another. To improve this you could maybe make circles give you different points on different screens so that they all last a similar amount of time. This could help the flow because you move through the screens at a more steady pace instead of getting stuck on a screen for 3 minutes and spend 20 seconds on another.
Thank you very much for your time!
One complaint I have is that the mouse controls don't feel 100% right. I found that I was in more control when I used my mouse compared to WASD, but the controls were very floaty and seemed inconsistent.
I suggest you interpolate the current ship position to the mouse cursor with a speed weight, like [ lerp(ship_pos, mouse_pos, speed * deltatime) ]. This gives you control over floatiness but it's still easy for players to control. Maybe something under 1 like 0.5 or 0.3 would work the best, if you want that floaty feeling. Higher speeds like 5.0 and 10.0 would slide to the mouse faster. Feel free to experiment with different speeds and find something you think works well with your game. If you don't like this approach that's okay :)
I hope you expand on your ideas here, I think you could make something really fun! Thank you for your game :hearts:
Things I liked:
- The risk versus reward tradeoff means you want to be very close but not get hit.
- Not too punishing, I didn't have to start over if I got hit.
- Multiple levels with interesting patterns.
Things I wish were different:
- I had lots of trouble with the mouse controls. It felt difficult to intuit how to .
- The font for the score was a bit hard to read, and the music became a bit repetitive.
Thanks for taking the time in making the game!
The way the bullet colors changed as they approached and the increasing intensity of the system sounds made for a really satisfying experience. Great job!
The only key thing that's missing is an objective--"Get points" is great, but when do I know that I have *enough* points? A time limit would be a simple fix: how many points can you get in two minutes?
Solid entry, especially for the Compo!
Simple yet entertaining. Good idea with having to stay as close as possible to the bullets.
I played on itch.io with keyboard inputs and didn't have any issues.
There is an issue with embedded HTML version, as it does not fit completely, making the bottom bar invisible.
Fun little game though, the vibe reminded me of early 2000s arcade games.
Mouse control was weird, I felt my mouse was trapped in the corner and I had to pull the player back all the time.
The audio and visual feedback on getting close was nice.
Thank you for your kind words! Yeah the trouble with the mouse is that in the web version the mouse is neither hidden nor captured. This leads to a lot of awkwardness with the cursor. I'm sorry you had trouble :(
I'll have a look on the floatyness of the controls. The idea was to smooth it out so much that when moving back you have an easy time to stay close to bullets. Thank you all for your time and honest feedback!
Yeah the HTML embed is botched i need to pay attention to the guidelines for screen size next time! I added a comment to the game description, Itch.io works better.
Thank you for playing!
The bullets and emitters are split into 3 parts: Emission Pattern, Emission Type and Bullet Path Modifier. This way i have a very high number of combinations i can use and they are very quick to set up
Thank you for your time and kind words
I just wished the controls were a bit more responsive, maybe increasing the acceleration of the ship?
Sound is pretty cool.
Overall nice game! Congrats!
The mouse movement is solely based on the delta of the mouse movement. so if you hold still the ship will just float in the direction its speed. An absolute speed towards the mouse cursor would be possible too, it is confusing because the mouse cursor is not hidden i think.
I'll keep it in mind for the next jam. Thank you for your kind words and detailed feedback!
I made 2012272. I just took my time to not get hit, it looks like that the scoring system doesn’t incentive you to complete the patterns as fast as possible. It looks like you can infinitely milk patterns by voluntarily take hits to reset your gauge (ok it would take a very long time to reach the counter stop given the amount of digits and the multiplier reset).
I love danmakus with elaborate scoring systems like Cave, but note that with an uncapped multiplier a scoring system has what could be called a “DoDonPachi issue”: reseting it at half progression is worse (roughly divides your score by 4) than at the beginning or at the end (no significant loss).
However the action is clear. The hitboxes are visible, the bullet direction is shown so the patterns are readable despite the bullets changing directions.
You also made a tutorial which is nice.
Good job!
Were you just incredibly careful to not loose your multiplier or did you really invest that much time farming?
I also wanted to give players a flat score after each level to incentivise keeping your multiplier but i couldnt make it in time.
Thank you very much for your thorough test and time investment! Im happy you liked it!
Thank you very much for playing!
I think first thing I would touch is the scoring system, I went AFK for a few minutes and got back to see +100 000 points. 😁
Thanks for sharing your work!
However, my feedback pertains to the game's level design. The never-lose aspect can make the game a bit dull in the long run. Also, the levels with random bullets pose some issues. I believe structured bullet patterns would be a better way to create challenging levels with clear objectives.
Still, great work! I thoroughly enjoyed the game.
The controls are a bit slippery, but it adds to the challenge!
It took me a while to understand that only the middle circle is not allowed to hit red orbs. After I realised it, the game actually became a lot easier. I found myself thinking more about getting closer to orbs rather than avoiding the hit. In that sense, it is not a traditional bullet hell game by any means - it feels original.
Good game tough
I got a bit confused at first because of the mouse movement, but after I realised I should use the keyboard it got really funny to play! Congrats!
And then there are people like @sentmoraap who take the mere score as a challenge and invitation :D
Thank you all for taking the time to comment!
The controls was a little delayed for my liking, but I think this was on purpose.
`327'975`

Mouse controls seemed random for me, so I just used keyboard and it's OK.
A little intro screen would be useful, instead of just having the game immediatly starting. I was searching for the description, which is not on itch.io and only on the Ludum Dare website. And while I found and read it, the game was playing, which is really confusing.
The different combinations of the bullet paths should cover all the game area. When you go down right, you never get hit. That's a bit dumb, because you don't get any score, but it would be better for the gameplay to have the feeling that no place in the game area is 100% safe.
I really like the idea that I have to be close to the red dots but not very much... it makes me take risks
good work