You are stuck on planet cheese. You could slice your way out if only you had a slicer. Luckily you have a slicer detector...
Use the slicer detector (X) to pinpoint the location of the slicer. Thrust with either up or O (whichever you use first) and fire the horizontal course correction engines with the left and right buttons.
You need to refuel every now and then. The cheese of Planet Cheese can be processed and turned into rocket fuel. Land safely on both foot pads at a low velocity to process cheese.
- Camera locked on player; no easing. This makes precise navigation easier. This also makes the camera lock mode useless, so it has been removed.
- Collision detection has been improved, and the vertical velocity threshold for safe landing has been increased to 1.5 pixels per frame. The safe landing threshold is now also consistent and you can't randomly land safely at greater velocities.
- For a safe landing, both foot pads no longer need to be completely on the ground. As long as they both touch, it's fine, making landing easier on smaller surfaces.
- The player can now thrust with either up or O, depending on which is used first, making it more joypad/digital stick friendly.
Yes, I wish the cheese would be more like camembert and less like ungrated parmesan. (The hitbox could do with being a couple pixels more forgiving for the landing pads, or you could maybe allow a bit of sideways sliding after contact - it seems like it just sticks in there like glue at the minute. Hmm, maybe my cheese analogy was the wrong way round)
Nice work otherwise! Reminds me a little bit of Gravity Force and R3: The Art of Rocketry on the Amiga.
Haven't found that slicer yet. Maybe I can just eat my way back to Earth..
I thought of putting the landing pad collision checks on the insides of the footpads instead, giving you a couple of pixels of forgiveness. For now, you'll have to look for bigger spots to land on, which may be too much of a challenge I guess, and you're right, it does look a bit weird when you sink into the cheese just because you were a pixel off.
The main inspiration is probably Jupiter Lander, but I'm thinking of making a 360 degree thrust-like next.
Thank you, I think it gets better if you are ready to grind. You can play around with the fuel consumption on lines 144, 148 and 152 a bit just to get a sense of how to control the ship.
Pretty tough game, but after a particularly nerve-wracking drop into unknown space I was rewarded with a few easy hops to the slicer!
I played on a controller and was wishing that O was another thrust button, I'm not sure when locking the camera would be useful.
Love the cheese theme!
Thanks all for the suggestions and encouraging comments! And hi ilkke, nice to see a friendly face! :D
I have tried to take all of the suggestions into account, and now the game should be quite a bit easier, especially for joypad players. Check the updated description for a detailed list of the changes.
Phew. Finally beat it. I was annoyed with how hard it was at first, but the challenge is what makes it fun.
Why'd you have the thrust button be either up or O depending on what was pressed first? Why not both? (BTN(2) OR BTN(4)) I just found it a bit confusing.
Wander: I know that on some joypads it's easy to accidentally mash up/down when going left/right, especially if the d-pad buttons aren't separate. That could have terrible consequences! Maybe I'll actually just stick to using O for thrusting, dropping support for the up button altogether.
Also, glad that you eventually stopped being annoyed :)
Vectorguy: fuel wasn't even in my plan to begin with, and it would have been a much more peaceful game that way!
It was tough in the beginning but after a while, when I figured out how it worked with landing to refuel, it wasn't so hard and I won twice in a row :)
Hope you will develop some more on the concept and give the game more content.
Also, really cool theme music! I wish I knew how to make good music with pico8 :P
What a difference did these last changes made! I was finally able to beat it. I don't know if the camera easing was part of the early version's dificulty, and I never used the lock-in feature back then. What always would get me was the other things. Low velocity tolerance and the need to fit both stands completely on a surface. The game, as is right now, is much less demanding, but still hard enough to not be beat in just a couple tries.
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