"Why don't we just send up 150 nuclear warheads and blast that rock apart?" - Armageddon, 1998.

Well, that's exactly what Earth is doing! Control an asteroid as it plummets towards earth, destroy or avoid the missiles sent up to crumble you, and hit the space debris on the way down to gain your mass back and keep falling!

Controls -

Mouse --> Move left and right

Left mouse button --> Eject rock in front of you, blocks missiles

How long can you last?

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  • Kwis
    Lv. 67

    Not gonna repeat what others said so i'll just say an advice about music: If you are short on time I would suggest to at least have the same melody repeated but changing the notes; of course only if you lack time cause it's rather fast to do without needing to think about a longer melody necessarily!

  • Problematicar
    Lv. 37

    Even though the art is pretty cool thanks to all the effects i'd say you've overdone it a little bit, while the opposite can be said for the sound, music is way too short and there's just one sound that doesn't even change in pitch, so they both become annoying pretty quickly.

    Gameplay itself is really polished but lacks complexity, there's some variation I guess, but not enough to change the gameplay up and make it fun for a time longer than a couple minutes.

    The ideas are all there, just build more on top of them and the game will be way more fun.

    Path Y
    Submitted

    Path Y

  • SpaceMyFriend
    Lv. 15

    Nice idea and use of theme! At first i was just dodging the missiles because i thought i only had a limited amount of rocks to eject. But once i figured out that i had infinite rocks, the game became very easy. Maybe some rockets could explode into bits of debris that have to dodged? Or some rockets could come in at a slight angle? The music is a tad bit repetitive but i really liked the graphics! It's a very nice style. And the menu was very well done. Shooting rocks out feels pretty cool. Changing the angle at which the rocks travel slightly wouldve added some nice variation though.

    Overall though good job!

  • Veralos
    Lv. 38

    The premise sounds interesting but unfortunately the gameplay ends up resembling a fairly standard shooter. It's also far too easy as I never went below 2-3 mass until I intentionally killed myself after 10000 or so points.

    I think it would've been cool if your mass could increase endlessly but the actual size of the asteroid would increase with your mass, making it harder to dodge. Also, perhaps shooting rocks could cost mass?

    Anyway, the graphics are quite nice. I like the fire trail on the asteroid and missiles. The sound isn't so nice. The missile destroying noise is too loud and the music gets repetitive.

    I know I was a little harsh here, but overall the game is fairly good. It mainly just needs a bit of balancing.

    • Will O'Kane
      Lv. 4
      Will O'Kane Coder of Incoming!

      6yrs ago

      Not too harsh at all, honest feedback is the best kind. I meant to add the rocks costing mass but just forgot and ran out of time. I hadn't thought of making the size of the asteroid increase, that's a really cool mechanic I'll probably add in. Music and sound FX were shoddy because it's my first time making them, not an excuse just reasoning. Thanks for playing and reviewing!

  • Gbushprogs
    Lv. 3

    I had expected ejecting a rock to decrease my mass so I waited before trying it. Found out that I could keep blasting rocks out indefinitely. I felt like that made the game incredibly easy and found I didn't have to dodge much.

    Graphics were great, but music was very repetitive and made me desire no music after a minute or two.

    Fire RUN
    Submitted

    Fire RUN

    • Will O'Kane
      Lv. 4
      Will O'Kane Coder of Incoming!

      6yrs ago

      Thanks for playing and reviewing! I added the rock throwing mechanic at the last minute and completely forgot to limit it, which does make the game very easy. Music and sound FX are very much my weakness (my first time making them) which explains that as well. Thanks for the honest feedback!

  • Adventure Byte
    Lv. 12

    Nice Work! The game itself is pretty fun, I liked the idea and I think its one of the cooler ones I have come across for sure. The how to play section was much appreciated and the flames looked spectacular!

    I want to upvote what Bee Tracks said about the UI and rock spacing, a little bit more space would allow the player to enjoy the asteroid's trail and size a bit more.

    Overall it was a fun game and I enjoyed it!

    Ember
    Submitted

    Ember

    • Will O'Kane
      Lv. 4
      Will O'Kane Coder of Incoming!

      6yrs ago

      Thanks! I'll look into moving the rock further away from the UI, maybe making the room a little longer so the player can still see the missiles in plenty of time. Thanks for playing, glad you enjoyed it!

  • Orb Warning
    Lv. 6

    Based on my game experience and other people's feedback, I think you've ended up with a simple little thing that's legitimately enjoyable. We could probably all take a lesson from you in keeping a simple scope ... and ending up with looks, sounds and feels solid.

    One comment I'd make that others haven't: add keyboard controls when you get a chance. It lets the player choose the controls they feel most at home with. Great job, I hope you had fun!

    Outer West
    Submitted

    Outer West

    • Will O'Kane
      Lv. 4
      Will O'Kane Coder of Incoming!

      7yrs ago

      Thanks! I thought about adding in keyboard controls but I thought mouse would be more precise, but I guess it is better to let the player decide.

      I had a lot of fun making this, can't wait for the next jam!

  • Brupibo
    Lv. 10

    Scored 903 here. I don't know if it is good, but it was my best. I had fun achieving it. XD

    Some suggestions (that others didn't mentioned): The explosion sfx it is good but when it is crowded it is annoying because it is always the same sound. You could stop the last explosion sfx before playing a new one. That way you'd always have a single clear explosion sound playing.

    You could leave more space between the rock and the UI (the mass and score graphics are too near where the rock moves).

    Hide the cursor :P (ok, that was a little nitpick, but I had to say)

    The fire is awesome, the graphics are cool, the song is fitting (although very repetitive, a longer loop would be better).

    It's nice to see a "how to play" inside the game too, and a proper menu. I liked!

    Good work! Congrats!

    • Will O'Kane
      Lv. 4
      Will O'Kane Coder of Incoming!

      7yrs ago

      That's some good advice, thanks :) I hadn't thought of moving the rock and UI apart, that's helpful. I'm working on fixing the explosion sfx too, and I'll look into the music. Hiding the cursor is something I probably should have done too. Thanks for the review!

  • BigPancakeNorton
    Lv. 1

    I thought this was really well made, the gameplay felt pretty tight and I really enjoyed it. Some of the visual effects like the fire are really good looking too!

    The music was pretty charming, but I think the music byte is way too short to be looped all throughout the game. It didn't bother me too much, but I could easily see some people getting frustrated with it. As for the sounds, I thought they were really nice sounding.

    My biggest issue is with the rock throwing. I think it would have been a good idea to maybe put a restriction on how many rocks you could throw (firing a rock costing mass maybe?), since the game becomes pretty easy once you realize you can just blast rocks infinitely. Also, the rocks destroying multiple missiles at once makes the explosion sound effect stack a lot, which quickly turns really loud.

    Overall I think this is a really nice game, but there's definitely some thing that you can improve on here. Good work and keep it up!

    • Will O'Kane
      Lv. 4
      Will O'Kane Coder of Incoming!

      7yrs ago

      Thanks for the feedback!

      I've fixed the rock throwing so that it costs mass now, just couldn't do it in time for the deadline. As far the music goes, it's the first time I've ever made music or sound effects, so they're pretty simplistic and that's why the sound bite just looped. I'll look into making it longer, it even started to get on my nerves while play testing! I'll have a look at the explosion's stacking as well, I hadn't thought it was a big deal.

      Really constructive, thanks!

  • Liv Leach
    Lv. 2

    Very well constructed and clever use of theme. The fire animation was superb; you clearly spent a good deal of time on it. Sound effects were repetitive but very satisfying. If you plan to flesh the game out more after the jam, you could add a few more sound effects, and maybe a delay on rock throwing or on the side to side controls to add a bit of difficulty. The game is simple, but the scope was perfect for such a short jam. Well done :)

    Condylura
    Submitted

    Condylura

    • Will O'Kane
      Lv. 4
      Will O'Kane Coder of Incoming!

      7yrs ago

      Thanks! I decided to add the rock throwing mechanic a little too late, and the idea to put a limit on it just slipped my mind in the rush to submit. It was also my first time making sound effects / music, so I hope they weren't too mind-numbing. I'll definitely take those suggestions to try and improve the game.

      Really helpful feedback, thanks!

Where to start! First off, this was an awesome experience. This is the first time I've actually entered the jam and I'm glad I did. It's amazing what you can do in 48 hours when you just push yourself to keep working on something, and the games that have come out of it are crazy.

As soon as I read the theme, I knew exactly what I wanted to center my game around. I figured a lot of people's entries would be cave-crawlers and skydiving, so I needed to make mine diferent, to stand out. And thus was born 'Incoming!'.

Working alone, I decided to prioritise what needed to be done so that I could stay on top of the time limit. I kept a notepad window open and sent out 3 different beta versions of the game to friends for them to play test while I worked on different aspects of it.

The first challenge I had was that this was my first time working with particles. Was it risky? Sure, but I wanted to create the effect of a blazing trail behind the falling asteroid and the fuel blast coming from the missiles. I learned so much from trying to make this work, and it took a long time. A decent chunk of the first day. After that, I drew all the sprites for the game that I thought I'd need, and this turned out to be around 30% of what's in the final product. You really can't plan for imagination.

The coding itself was pretty simple, I managed to finish the core game in all it's silent, barely-functioning glory by the end of the first day, with all the sprites and objects that I needed to flesh it out drawn up ready for the second.

The morning of the second day was entirely taken up by giving the game a more complete feel, adding the title screen with highscore, the how to play screen, making sure there weren't any bugs, and generally smoothing it out. It was at 8pm on the second day when I looked at my notepad plan and realised I hadn't even started making any music or sound effects.

Having never made any original music or sound effects before, what made it into the finished game is pretty simplistic at best. The theme is a 3 second loop that took me way too long to figure out, and got incredibly annoying after hours of playtesting. On the other hand, the sound effects are surprisingly solid, if a little basic, and I think they give the game a far more complete feel.

All through the jam, I pretended I had 1 less hour than I did. This gave me an extra sense of urgency, and made sure I finished it on time. Sure enough, I finished and exported it with an hour to spare. But as I played it, I realised it felt.. empty. The only game mechanic was the evasion of missiles, and after a minute or two it got far too repetitive. I quickly went back and added a new element, the ability to eject rock forwards to blow up missiles in your path. However, this backfired slightly. In my rush to implement it, I didn't bother limiting it. My submitted product ended up with the ability to fire endless rocks and clear a path forever. This was my biggest mistake in the whole jam. Accurate representation of the moment I realised - https://media.tenor.co/images/69462a5f9a21d15cb58e97a5a9fd4b5d/tenor.gif

Overall, I'm really happy with what I made. It's one of the first games I've started and actually finished (always starting unrealistic projects and leaving them half-done), and I'm impressed at what I could do by myself in such a short time. I learned a lot, and I'm looking forward to the next jam with a vengeance, I can't wait. Thanks to /u/tehwave and everyone who made this jam what it was.

Result 29th
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