Wanted to talk about my thought process on developing my "garbage truck in space saves the planet by collecting trash" game. Fair warning, this is going to be a bit lengthy, so here's a GIF and feel free to just ignore me--or better yet, go play my game!--if you're not interested in reading about my design process for LD49.

Going into LD49, I knew I was going to participate this time, and when the final round of voting happened I had a few themes in mind that I thought could fit with any of the choices. "Unstable" was actually one of the worst ones in terms of fit, but I think it's still okay; you don't have to squint too hard to see how it works.
Orbital Cascade is, as far as I can tell, not a real term that people use--but it is based on a real thing that can happen and a real danger. There are tons of satellites in Earth orbit, and if eventually there's a bad enough traffic accident up there, the resulting debris could cause a cascading wave of further collisions, like a horrible domino effect that gets worse and worse and destroys most of our satellites up there. This would be very, very bad, not just up there, but down here on the planet, because we depend on satellites for a lot. This is the scenario depicted in the movie Gravity, by the way, and the real term for it is Kessler syndrome.
So anyway, that's an inherently unstable situation where the equilibrium of our entire space infrastructure gets thrown out of wack, and lots of stuff is literally thrown out of its stable orbit.
All of my ideas for LD49 were based on movement as the core gameplay loop. Wanting to make a game about 2D top-down movement has been a thought stuck in my head for years now. You see a lot of 2D sidescrollers about movement, and you see a fair number of 3D games about movement in general, but top-down games? That's a rare breed these days, although they used to be more popular, especially in the NES days. These days, top-down games tend to be more focused on action or shooting or strategy. But I think there's some inherent fun in moving freely in two axes while accounting for momentum and steering your player character, and that's what I wanted to explore here.
(I did end up sort of having shooting, in order to destroy and collect the debris objects, but since it 100% auto-aims and you only have to be in range of the object in question, I think I succeeded in placing the focus squarely on player movement.)
One of the major challenges was getting that player movement to feel good. In the end I went with a slightly offbeat mouse + keyboard approach wherein the mouse controls your rotation and the keyboard controls your thrusters in four cardinal directions. I took this approach because I wanted the player to have very fine control over the steering but I didn't want to make them use a controller in an event like this. I think in a game that's about movement you want to reward skill and precision from the player as much as possible, and that's what makes it satisfying. I debated with myself about whether to include the left and right thrusters; since momentum is based on which way your ship is facing, this means that "strafing" is inverted when your ship is facing down, which can be counterintuitive.
In the end I decided to err on the side of player freedom and keep it in the game, but I turned down the thrust applied to a little over half of the main thrusters so that mistakes would be less punishing. You don't have to use the side thrusters at all, but you can if you want, and they do offer advantages in certain situations.
The only other major design question I had was about what to do with the debris once the player collected it. I could have just had the player destroy it with no collection mechanic at all, but that felt a little too simple. In a game that's basically a movement-focused twist on a twin stick arcade shooter like Geometry Wars or Nova Drift, just flying close to stuff and clicking seemed a little boring. So I knew I wanted to let the player collect it and somehow drop it off. I was initially going to have a collector ship that hung around and you'd sort of dock with it and sell your stuff. But that felt awkward and like it slowed down the gameplay too much, plus it wasted even more gameplay real estate when I already had the Earth sitting right there taking up a third of the screen. Then it hit me--small objects burn up in the atmosphere. So what if the player just breaks up the ruined satellites and drops off the pieces in the atmosphere to get rid of them?
Initially, the atmosphere was going to be a soft hazard that you had to venture into in order to destroy some of the debris, then get out of before you got burned and lost health. But when I tried out the idea for dumping the cargo without the atmosphere damage mechanic, I really liked it. I think it adds a nice bit of pacing into the core gameplay loop so you're not always doing the same thing. And who doesn't like hearing the positive feedback of money pickup sounds? Slot machines wouldn't exist without that.
It also adds a slight decisionmaking/planning element into the game. You want your momentum to generally be oriented toward the atmosphere as much as possible so you can drop stuff off more quickly; and you have to weigh being more toward the center of the play area to reach more of the debris faster versus the risk/reward of being able to drop cargo off faster by sticking close to the atmosphere. You also have to pay attention to your cargo status and think about when to start moving toward the atmosphere as you prioritize what to pick up. All in all, I think this is the mechanic I was most happy with having found.
Some of the other things, like the powerups and the shop items, were things I had in my mind as mechanics I generally like and wanted in the game. If I had released it as a compo game--which it would have been eligible for if I'd finished fast enough, by the way--I would not have had time to include those and I think the game would have been slightly weaker for it. Since it's a jam game, they made it in, at least in a very barebones form. In an expanded game, more powerups and upgrades, and perhaps some active player abilities, would be areas I'd definitely want to explore.
Anyway, I'm not sure who (if anyone) cares about a long-winded blog post on the design of a game jam game, but if you're out there, hope you enjoyed it! Back to playing other people's awesome games!