A downloadable game for Windows, macOS, and Linux

Spaceshooterarcadesimulatorcrafingthing that combines short, intensive battles and meticulous ship building. Supports local multiplayer and AI opponents. It may lack graphics, but this is compensated with carefully crafted sounds.

Game is about building ships (or using pre-built ones) and using them to battle against other humans or AI. Physics simulation where everything affects everything should make the gameplay unpredictable and chaotic enough. Ships are built of modules of different types (armors, power sources, cannons, missile launchers etc.). Individual modules are damaged and destroyed during battles, which changes ship balance constantly.

Game is still in its infancy but developing steadily. For now, expect severe balancing issues and weaponry ranging from overpowered to useless ones.

Recommendations: large display, company, controllers.

What Avaruustaistelupeli has:

  • More or less functional game flow with individual battles and tournaments.
  • Local multiplayer gaming with keyboard+mouse and xbox/playstation-controllers.
  • AI that lacks most of the 'I'-part, but offers a reasonable challenge already.
  • Ship-builder.
  • Tons of bugs to explore and exploit.
  • The Jazz.

Roadmap

0.4.4:

  • Tons of small improvements (settings handling, UI fixes, AI, controls etc.)
  • New special modules.

0.4.? (during 2020):

  • Possibility to use own ships in tournament fleets.
  • Graphics 

Long term goals (1.0.0, someday):

  • More graphics
  • Online multiplayer (implemented in theory but needs polishing, lots of testing etc)
  • Co-op team game

Install instructions

  • Extract the zip-file to any folder
  • Run the executable
  • Report problems to mobilelastgames@gmail.com

NOTE: Linux version is experimental and may not work properly. Feedback is welcome.

Download

Download
Avaruustaistelupeli_0_4_3-linux-201018.zip 59 MB
Download
Avaruustaistelupeli_0_4_3-osx-201018.zip 56 MB
Download
Avaruustaistelupeli_0_4_3-win-201018.zip 56 MB

Development log

Comments

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This game reminds me a lot of one of my favorite games growing up: Star Control. 

The concept of having spaceships that can have multiple segments that can be shot off individually is very cool.

The ship movement definitely needs improvement though. Very hard to control and therefore very hard to aim reliably -- resulting in a lot of premature deaths. 

That being said, I do see lots of potential here and I'll be looking forward to future versions!

Thank you for the feedback!

And you're right. Mixing simulation (physics engine) and arcade has proven to be quite a task indeed. It seems that most issues with the maneuverability come down to a problem, that it is hard to visualize the ships orientation (especially when they start breaking down). I'm introducing an alternative control method in version 0.4.3 (after the next release), that hopefully makes things easier.

Star Control was an old DOS game, but it absolutely nailed the arena combat physics resulting in some very fun battles. It even had planets with gravitational pull. If there's any way you can find  a playable version of it on emulator that could give you some really good ideas as to what the movement should feel like.

As for visualizing the ships orientation . . . yeah that would be harder to do as the ship gets blown to bits. Maybe have a permanent "outline" of what the ship looked like to start with so that no matter how much damage it sustains, the player can always tell which way is "up".

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I'm actually very familiar with Star Control; most of the current and upcoming module types are taken directly from it.

Major challenge with the movement is, that although the game may resemble Star Control, its physics work more like in Elite (in 2D, though). Simulation is based on rigidbody physics, forces and masses, that (with modular ships) practically preclude the traditional arcade-movement. As everything floats in a vacuum, only small adjustments are encouraged. Most test players prefer tapping WASD-keys instead of pressing them. If you hold button for too long, you'll definitely overshoot the target. 

Your feedback is appreciated and taken into consideration. Main focus of 0.4.3 will be in movement and controls. I'm planning a more accessible control method, which automatically directs the ship where the user presses (no need to worry, which way is forward). Let's home it helps.