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I want to swap P&Q doesn't feel natural. This is hard as hell :D
Agreed! Even after getting used to it a little bit, really hard.
which keys would feel more natural for you?
Two adjacent keys so the same hand can be used. Consider having introductory levels with lower acceleration rates.
Make P=Q, and Q=P (swap the keys)
This, or at least allow inverted controls. It feels very counter intuitive to me as it stands. Seems like it could be fun though if that's added.
Also consider a more typical control scheme: up arrow is equal thrust, left arrow is a counterclockwise rotation (but at a much lower rotational acceleration rate than currently), right arrow is clockwise
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This is brilliant. Spun out of control into a fiery crash.

Any chance you could, if you're the creator of this, share the source code?

Thanks! Yes I can consider sharing the source code. Check back in a few days :)
I can’t get anywhere on this. Instantly lost 20 mins of my life!
Crash and burn. Constantly. Why do you do this to people?

I’m trying again…

After trying this for 30 minutes and not landing... I noticed the .lol domain extension.

I hate you

Modest success using African drumming patterns on the thrusters. Always knew that class would be useful one day.
Looks perfect for use in RL tutorials. Does it have an API?
I hadn't planned on that use case, but check back in a few days where I might share the source code. Perhaps you or someone can build around it.
Lots of fun. Works surprisingly well on mobile too.

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!

Even if you use procedurally generated levels, first few should be hand picked to be easy.
Most of the challenge comes from bad controls.
Just a small suggestion, make the initial few levels easy!
Thanks! I intended for folks to start with the tutorial. They are easier than any of the free play levels but still challenging until you get used to the dynamics.
Holy shit this game is hard. First few levels, maybe a bit of extra health?
Absolutely unplayable. I spent 5 minutes on the "tutorial" and can't do anything but crash after 2 or 3 seconds. Looks like trolling, not a game :)
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The thrust being so sensitive you have no control, and then when you have enough speed, you have no power. It's literally unplayable.
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This game is terrible, I will not be playing it again.

[47 long years pass, my family gathers solemnly at my deathbed]

Fine, okay, one more try. But then that is it.

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Classic problem of the game is too easy for the developer because they've been playing it for so long. The controls are unintuitive but fun if you're willing to take a beating for a while. Even after a long time learning tho there's a strong lack of control, a little bit of rotational friction tending to keep the ship upright would go a long way
I have many hours on a similar game on Android (Landing Confirmed), and although the particular tuning here is different, the general physics is the same. I'm having a lot of fun and it's still very challenging.
Wow, this is a very hard game :) Five tries to even go away from the first platform :)
First couple of free play (random I guess) levels were easy, then I ended up with one where there was insufficient fuel to complete it. It might be solvable by going balistic through some section, but I lost patiens, then couldn't find the random id for a retry later.

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?

Thanks for the feedback! The level generation probably still needs tuning to avoid those kinds of levels. Daily leaderboard is a great idea!
Reading the other comments I tried the tutorial (who plays tutorials?!). They did feel faster (and thus relatively more difficult) than the random levels. Is inertia and gravity the same on all levels?

And tutorials 8 and 9... they are intended for someone to implement automation, aren't they?

Inertia and gravity are the same on all the levels. I don't know why it would feel different... Yes, levels 8 and 9 are meant to be more challenging. you might encounter obstacles like that in the random levels. Each level of the tutorial is meant to give you practice tackling different kinds of obstacles. I would love to see what automatic inputs can do for some of these levels :)
If its not the physics then its the simulation. Free play is a lot slower than the tutorials, time feels like it is running at 50% speed. Android tablet, firefox.
oh I see, yes it could be performance-related. I will need to decouple the game update loop from the rendering loop. Will do soon.
Thank you for applying patches from the user feedback loop (phun)
I was able to manually succeed on level 8, but I have no idea how it's possible to accomplish level 9. I can't figure any way to get enough inertia or upward thrust to escape the narrow spot once I'm most of the way through it.

EDIT: and... literally on my next attempt, I made it through the narrows. It's possible.

EDIT #2: and... made it. >:D

How do you implement a leaderboard that can’t be spoofed with REST POST calls from curl or postman?(Genuine question for my own JavaScript game) doesn’t need to be perfect just a barrier that makes it painful to spoof easily
Include the complete inputs for the solution, and verify on upload.

Then don't accept dupes and make the leaders winning flights watchable.

Yes this is what I'm thinking. The replay links already include the full input. I would then just have to verify it and show the link for each entry. For example this is my flight just now for today's daily with a time of 12.97s: https://rocket-drone.lol/?level=5550594399&replay=IIgmIUWAJB...
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Definitely want to learn more about this!
Try Crossing Hand, Right hand on Q and Left hand on P.

It will help a little bit, not much.

Agh so good but so annoying :)
You are a sick person, crispisulcans, why would you bring misery to the world ? :D
why not use the arrow keys?

It's bloody weird using both hands to try and control the ship

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I avoided arrow keys partially because the drone will generally not move in the direction you press, but I'll consider adding alternate key mappings :)
The controls get stuck on my Android phone. It'd be much more fun if that didn't happen.

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.

Hmm I don't have an android phone to test. I hope it's an isolated case..
Found a way to reproduce, not sure if it is the source of the problem above or something else. When holding a pen while pushing the thrusters with the fingers, the thrusters get stuck in their current mode when the tip of the pen gets close to the screen (and the cursor appears).
Had no issue on my Android phone, Firefox Android 103.