New version as of 9/12/2020 : Updated graphics, sound and movement controls.
Controls
Arrow keys move.
(x) to restart.
About
An asteroid mining roguelike.
You mine pink and yellow minerals for coins.
You mine blue water that is used as fuel for steam power.
You mine brown regolith for shielding against solar wind.
Moving to an asteroid starts the mining process.
The shield and fuel costs are designated as brown or blue numbers in the center map. When you cross the numbers, your shields and fuel are decreased that amount.
High brown numbers indicate intense solar wind. High blue numbers indicate distant asteroids.
Any feedback is appreciated.
Hi. Here's a WIP that I'm starting to like. It's my first game. It def took me longer than expected :).
My goal was to simulate an aspect of asteroid mining that requires hopping between asteroids using steam as fuel and regolith (dirt) for shielding. I wanted a turn-based procedural world that's difficult to traverse.
Any feedback is welcome and appreciated. I'm still working on how to arrange these asteroids in increasingly challenging ways.
Brief Overview
You are an asteroid mining prospector trainee.
You are remotely controlling an asteroid prospecting spacecraft.
You have a limited map of the asteroid belt your spacecraft sits within. This map shows a rough approximation of the materials each asteroid contains.
Hello. First time poster here.
I've uploaded an asteroid mining WIP. It's attempting to generate asteroids of different composition and size.
You can move through them with left and right arrows.
I used the 3d demo code from Picozine 2 with a randomly deformed icosohedran mesh for the asteroid body. Instead of then rasterizing the faces, I've opted to spin the asteroid body for each palette color. This, ideally to give a sense of dust scattered around.
Do these look like asteroids? Am I just putting off rasterizing the faces?
Any feedback greatly appreciated.
Inspirational community here. I'm really enjoying Pico-8.