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ALSO: Itch.io has an experimental game downloader over here. You may find it useful.
Notice: Leave it alone while it's loading, or it will crash!
Update 1: Greatly reduced loading times!
How to play:
Follow the purple race course and avoid all the debris (those aren't collectibles!) As you hit things, the ship modules darken until they break completely. Scroll the bottom left slider and press restart to spawn a new ship, second from the top is similar to Voyager, and the ships get smaller as it goes down. The top slot is for the custom ship, which isn't configured yet, but you can make one in a not so user friendly way if you find the appdata folder.
Guide to flying:
*The ships use impulse to steer (like in Star Trek :P )
*The boost (space bar) heats up the engines but doubles the impulse
*I recommend keeping a moderate speed (don't go full speed!), and then boosting backwards to avoid collisions!
*Another feature is that speed is dependent on engines (more engines = more speed), so try and keep your engines from breaking off
Controls:
*Up/Down arrow keys to thrust
*Left/Right to turn (lowers thrust while turning)
*Hold space to boost thrust (double) but engines will burn if they get too hot
Fly though a race course in space! Featuring an advanced destruction system and awesome physics! Yes, ships can break into pieces! Have fun!
Build your own destructible spaceship in the "config.ini" file in the appdata folder
Made using Godot Engine 1.1-stable, which is amazing and FOSS!
Feedback:
Most people want me to tighten the controls, which I kind of agree with. I think I'll try to make the ship auto-steer and try to follow the mouse, that way it'll be easier and enable higher speed space combat (ex: dog fighting maneuvers) This should let me increase the speed as well. Thanks for all the feedback!
The Future?
Follow me at: https://twitter.com/batmanasb , @batmanasb
This game is a tech demo for a much larger game that I'm working on. It's going to be kind of like Agar.io but with spaceships instead of cells, modules will have different effects and you'll be able to attach new ones as well as battle other ships online mode. There will also be a rouge-like mode and maybe story mode for single player, stay tuned! Although this is my first large game so it may take some time. Wish me luck!
Downloads and Links
Ratings
![]() | Coolness | 72% |
#480 | Graphics | 3.08 |
#548 | Innovation | 3.05 |
#620 | Humor | 2.04 |
#764 | Mood | 2.50 |
#871 | Overall | 2.69 |
#907 | Fun | 2.28 |
#948 | Theme | 2.23 |
Comments
I like the game it was pretty fun and the art style was cool however the race course really wasn't obvious to me and I'm not sure this really fits the theme. Any game could say it was growing backwards when the main character dies.
Doctor_N caught me, but yeah... as the splash screen mentioned, this is just a tech demo of the destruction mechanics. I built the race portion just as a means to give people something to do. The actual game is going to be like Agar.io but with spaceships, and the'll also be a rouge-like mode with AI and bosses, and maybe a story. But I'd appreciate any feedback, suggestions, or random comments about the mechanics. Also, I highly recommend you try building your own spaceship, the appdata file has 2 lists for attaching blocks to your spaceship, and a sample ship with each kind of block.
A good start but too ambitious. Ship controls badly and there is not much a of a game here.
Good overall, but the game kept crashing on my machine after about a minute of gameplay.
Windows? It might be because I exported it with a custom build on linux, I'll upload another windows build that might work better.
Really cool idea. I think this is worth pursuing further - it could be a really outstanding game if the controls and pacing were tightened up.
Like where its heading, it was interesting to play. But yeah as others have said flying the ship is HARD/tedious. Can you build your own ship (ship in game looks different then the pictures)? Would be neat if the player could.
The game doesn't work for me, I'm on a Windows 8.1 64bit machine. The game loads up and the ship appears but nothing else happens. The number on the upper left corner changes but that's it. I've tried pressing the 'restart' button but that just makes the game crash.
@smorely, yes you can! If you can find the ".ini" file in appdata. You can use a list of coordinates [0,0] is the bridge (cockpit) and a list of modules. I'll make a better way to build custom ships later on.
@Baecun, so arrow keys don't move the ship? Give the other files a try (dual_files might work), but I'm sorry it doesn't work for you :(
One more thing, the ship I took pictures of the most can be selected using the bottom left slider. Top slot is the custom ship slot (demo ship initially), second from the top is the screenshot ship (modeled after Voyager), and 3rd down is default, and etc. (they basically get smaller)
I finally got it to work, turns out the dual_files one works better. I tried colliding into stuff but nothing happened, the ship stayed the same (pretty sure that's a bug). I can see what you tried to achieve for this game but to be completely honest I don't think it's quite there yet. The art style was really lovely, and was what made me keep trying to get it to work, so well done there. I do see the potential in this in the future, but right now it's quite dull. Don't lose motivation, though, I think you can make something really good out of this.
By the way, people are complaining about the controls but I like it, it gives off that space floaty feeling.
Thanks! Damage is speed based, and if you go slow enough it won't occur at all. But yeah, the system isn't perfect yet... but it's just a small part of a soon to be awesome spaceship combat game. Think Agar.io but with spaceships and space combat instead of cells and eating.
Interesting little "tech demo". I liked the graphics a lot.
Nice work! Controls felt pretty good - maybe a little tighter as you mentioned. I also really wanted to hear that thrust! I like the art/visuals. Really begging for some sound.
I also thought the race course was not obvious. I didn't really know what to do until I read this page more.
sorry about sound, I really wanted sound queues and explosions... but the physics had so many bugs I ran out out time :(
The idea for the controls was cool - albeit quite challenging.
The physics is impressive, I really liked the way the ship can push other objects around.
I think this shows some promise and that if you take it in the right direction, it could become a great game. Keep at it! You already had me interested with this basic prototype.
Windows version didn't work for me. the 64 bit version never opened and the 32 bit opened just to crash and close at the splash screen.
I loved the physics and how the ship breaks apart. Great job!
@barkergames, omfg... cross-platform support is a nightmare! lol :P However it seems like only you this time, I've seem 2 streamers open it fine so far. So idk what's wrong this time! But I won't give up hope, but all I can do right now is suggest that you make sure it's the new version, that they are unzipped, check that there isn't another process running (in task manager), and maybe run as administrator. But I'm really sorry it didn't work :(
Cool idea especially with the different colored ship parts. Definitely needs some more love. Good start!
Love the module ship design. Challenging controls to maneuver, but definitely a lot of fun. Cool game.
Really cool concept. I like the idea of every part of the ship having a purpose. And I love that you gave players access to mess with the config. I loved the floaty physics and watching the ship break into pieces.
Keep up the work! THis has some really great elements, and you could take this very far. I really want to sling around space junk and make them break apart.
I kept blowing up my engines, but that was fun in itself!
Nice, another game with impulse controls :). People don't really like the controls in my game either, and I'm not even controlling the direction but the thrusters. So your controls were quite easy :).
Sadly, no theme in there :(.
Also, I'm not sure if your use of _fixed_process is okay. I haven't done anything in Godot, but giving me more than 200 FPS (having a 60Hz monitor) and my cpu and cpu fan going all out doesn't seem right.
@KayZ, thanks for trying it. Also, I thought _fixed_process was slower than _process because it runs at a fixed interval (probably 60fps by default), and _process is unlocked. Also, higher FPS means you're running the game with ease, so I'm not sure why your CPU/GPU are heating up, if the game was barely reaching 30fps than that would indicate stress. So I'm a little confused. What are your specs and OS? I just now tried both the Linux64 and Windows64 (in WINE) builds on a 3rd gen i7 and nvidia 680, and the CPU only reached 50% on spikes but stayed at around 30%, and the GPU didn't even speed up past level 2 (out of 4). Although my FPS did cap at 144 (my refresh rate) for some reason.
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Cool idea, I wish it were easier to make the ships explode and fly apart :) Also wish they went faster.