I think you nailed this part 100%. I suck in the very same way I did with my first - and only - real life drone I bought.
It's a really easy game if you have a slow computer, the physics has to be separated from the graphics.
Add a splash screen with the "Rocket drone" name when you die so it's easier to know what's being played.
The instructions for using P and Q was not obvious for three people who tried it. (non native speakers and children). N=5
Fun as a fast game or as a slow game.
Just tried it on my son's machine, which is the same hardware as mine (but running Windows rather than Linux, both of us using Brave for browsing) and it's fast there too. On my machine, even the clock rendering is dramatically slower than real-time; I'm not sure what's going on.
Highscores for the daily (and yesterdaily to check where you ended up) would be nice.
On mobile it shows controls in lower left/right corners, which is a little inconvenient. Luckily, touching anywhere on the left/right side of the screen works.
Possibility to zoom out would be nice, to avoid the possibility to fly into a dead end.
Also, I'm somewhat confused. This is HN and noone has yet posted some js that calculates/plays automatically? Iirc that was the case for the NASA docking simulator. Or did I dream this up?
And tutorials 8 and 9... they are intended for someone to implement automation, aren't they?
The fact you have to land fully in the 'landing pad' is also immensely annoying. With a more play testing and better controls it could be fun.
I'm really tempted to make a clone in React.
Here is a tip for a recent C64 game that uses one rocket like lunar lander:
I'm not sure how best to capture it's state though (position, xy velocity, angular velocity, etc.), Nor how to integrate mouse into it.
Is the acceleration constant or does it dependent on fuel remaining like real rockets?
One feedback: on mobile, if my phone locks or I navigate away from the browser, it freezes when I come back. I can’t click reset. (IOS)
Any chance you could, if you're the creator of this, share the source code?
It's bloody weird using both hands to try and control the ship
But it's way too hard for me: I couldn't get past Level 3 of the tutorial :/.
- It is so hard to maintain control that it feels unfair rather than challenging on tricky levels.
- The game should reward the player to give them a sense of progress - this will prevent many of them from quitting after struggling for a few minutes. A leaderboard could work.
Always been a huge fan of these types of games, and I think this one nails the frustration-that-means-you-appreciate-the-wins-more feeling that lots of arcade games had, and that so many modern games miss.
The Astro’s Playroom tech demo for the PS5 has a level like this where the DualSense triggers are used for the thrusters. The force feedback is incredible and really gives you an edge in feathering the thrust. It’s also a lot easier!
I hate you
Add some cool retro music and wait for Ludwig yelling at the game on stream ;)
Love it; look forward to next version with 1 booster + 2x reaction wheels ;)
It will help a little bit, not much.
I’m trying again…
[47 long years pass, my family gathers solemnly at my deathbed]
Fine, okay, one more try. But then that is it.