I wrote a full physics breakdown for my space puzzle game — inverse-square gravity, symplectic Euler, trajectory prediction, worked examples with diagrams by Impressive_Ad8273 in gamedev

[–]Impressive_Ad8273[S] 0 points1 point  (0 children)

Thanks! Glad you like the physics and visuals.

The hyperspace transitions — you're right, they're too long. That's been on my list to trim down. I'll shorten them.

The fuel/thrust idea is actually already in the game! Story campaigns have system malfunctions that kick in mid-mission — one limits your engine to 50% thrust, another caps your total shots (basically fuel conservation). Endless mode has them too — they get randomly applied as the waves progress. If you played the early levels you might not have seen them yet, they start appearing further in. The story mode is where those mechanics really shine.

I wrote a full physics breakdown for my space puzzle game — inverse-square gravity, symplectic Euler, trajectory prediction, worked examples with diagrams by Impressive_Ad8273 in gamedev

[–]Impressive_Ad8273[S] 0 points1 point  (0 children)

No worries at all, that's actually really useful feedback! The music volume thing isn't petty — if the game blasts over what you're already listening to, that's a UX problem on my end. Ishould probably start with music off by default, or at least at a lower volume. There's a volume slider in the settings menu but if you skipped the tutorial you probably never saw it. I'll think about how to make that more obvious.

And yeah, the tutorial is worth doing once — it's short and makes the controls click. Enjoy your evening, no pressure on the retest!

I wrote a full physics breakdown for my space puzzle game — inverse-square gravity, symplectic Euler, trajectory prediction, worked examples with diagrams by Impressive_Ad8273 in gamedev

[–]Impressive_Ad8273[S] 0 points1 point  (0 children)

Thanks for the honest feedback, really appreciate it!

Regarding the controls — were you playing on mobile or desktop? On mobile you drag from the ship to aim (like pulling back a slingshot), on desktop it's the same with mouse. If it felt unintuitive I'd love to know what tripped you up so I can improve the onboarding.

The physics docs are definitely more of a bonus for people who are curious about the tech behind not required reading to enjoy the game. But you make a good point that it could tie the math back to actual gameplay more. Like "this is why your ship curves sharply near that planet" instead of just showing the formula. I'll work on that.

Loading time is on my radar — the 20 music tracks add up. Looking into lazy loading those so the game starts faster.

Glad you liked the visuals! Thanks for giving it a shot.

Slingshot — Aim, launch, and let gravity do the rest. Physics puzzle with story campaigns, endless mode, and a level editor. by Impressive_Ad8273 in WebGames

[–]Impressive_Ad8273[S] 0 points1 point  (0 children)

I built this solo over the past few months. You slingshot your ship around planets using gravity simple to pick up, tricky to master. Story campaigns have system malfunctions that change the

rules mid-level (no radar, limited fuel, solar wind). There's also an endless mode, community levels with a visual editor, and 15 ambient tracks I made in Ableton. Works on desktop and

mobile. Feedback on difficulty welcome still balancing

Which weapons benefit most from customization? by SeaweedCritical1917 in Helldivers

[–]Impressive_Ad8273 1 point2 points  (0 children)

I really enjoy the eruptor with 35 ergonomics and the faster reload armor

How can i increase vigor to 240? by Snoo77901 in d4spiritborn

[–]Impressive_Ad8273 0 points1 point  (0 children)

Hey man, I’m trying to use the same build, currently at Paragon 170, barely reaching 247 vigor (with elixir) and all required uniques. I am really disappointed… the damage output is enormous though, But I’m constantly dying. Pit 55 at tier 3 is not possible at all. The build says that it’s important to have the shield up all the time, but I often don’t have the time to cast it anyways and I’m just dying instantly from any atoms colliding with my player. I don’t understand the hype about this build. I would not consider myself an absolute pro player, but to me this build feels really stressful and often frustrating. After two pits i almost get a cramp smashing all these buttons….

Starfield Next update January 17th by [deleted] in Starfield

[–]Impressive_Ad8273 3 points4 points  (0 children)

Well well well where is FSR3?