A top-down delayed space exploration game
Distance, connection (good, bad) direction of goal radar with objects input queue
map
- color coding of connection quality
- show taken path ("chem trail") Start from the commander space station/planet steering:
- either apply thrust with analog stick
- direction with analog stick + thrust with trigger
- how to slow/fast? hold to increase force is bad imo because you cant steer during charge time gravity of obstacles obstacles:
- static planets
- moving asteroids / debris death on single collision objective:
- navigate to goal (collect, save astronaut)
100 -> 0% connectivity 100% .. 0ms 0% .. 2000ms
gas or O2 decreases and has to be refilled at commander lighting with sun(s) and headlights