Full Tilt by LDJam user 236282
Full Tilt is played with a smartphone in your hand as the controller (like a Wii-mote). You hold it in your phone like you normally would, and rotate it sideways to change the direction of the ship!

A novel input method, and a crappy game to showcase it as I had to rush it with only a couple of hours left :(. Implementing the server took 80% of the gamejam, but it will scale to millions of players of course ;).
Instructional GIF: https://imgur.com/yWQmMnJ. See also this image
To play you will need a desktop or laptop, and a smartphone or tablet. Follow the instructions on screen!
Tech used: * Server: Cloudflare Workers and Durable Objects (only!) * Web app & game: Svelte, PhaserJS, Typescript * Sound effects: jsfxr * Music: Chrome Music Lab * Art: What art? MS Paint I guess :)
| Link | https://github.com/gzuidhof/LD49 |
| Link | https://ld49.pages.dev |
| Original URL | https://ldjam.com/events/ludum-dare/49/full-tilt |
Ratings
| Overall | 159th | 3.725⭐ | 22🧑⚖️ |
| Fun | 173th | 3.625⭐ | 22🧑⚖️ |
| Innovation | 1th | 4.6⭐ | 22🧑⚖️ |
| Theme | 460th | 2.875⭐ | 22🧑⚖️ |
| Graphics | 528th | 2.1⭐ | 22🧑⚖️ |
| Audio | 338th | 2.9⭐ | 22🧑⚖️ |
| Given | 20🗳️ | 3🗨️ |
But maybe the unstabilty is just part of the theme :-D
It's actually shocking me how responsive the controls were. There was basically no noticeable latency and I had some fun, even if I didn't play long. I think it'd be neat if there was a "snake" mode though, where you'd have to avoid your tail, and if the tightest turn radius was tighter.
Controls were surprisingly responsive but I would have liked a little higher turn rate, now it's impossible to get the dots near the corners.
I hope you get enough reviews, because I think you deserve to score high on innovativity.
With that being said I found the controls to feel a little unresponsive but for a compo project with a novel control scheme I am not concerned about responsiveness.
Pls try to!
only downfall of this game is graphics and some sort of variety i guess