Can you win battles against waves of enemy spaceships?
Your shield recharges between waves, but your hull doesn’t get repaired, so be careful. Early on you’ll face weaker ships, but the wave 6 opponent flies a ship identical to yours. From wave 7 on, you’ll get progressively more (but not quite as tough) enemies. Good hunting, and have fun!
Using the radar is essential for situational awareness. It shows a 3D representation of ships around you. Each red dot is connected with a white stick to the horizontal radar plane. The foot of the stick marks its horizontal location, and the length of the stick shows the vertical distance above/below the plane. The dark blue triangle represents your forward view. In this picture, you can see the radar dot for the ship at the left edge of your viewport, and that another ship is straight behind you which is very dangerous. (Try turning and boosting to get to a better location.)
(This is a repost from the Outer Space Game Jam from 2022 to make the game easier to find - it took me some time searching when I wanted to send the link to someone. I hope this is OK with moderators - I of course don’t want to exceed the one-thread-per-game limit, but technically it had zero threads so far.)
In case you’re wondering about the name, it’s a sequel to Space Rocks 3D! which has its latest version buried in the middle of a rather long thread. Here’s an embedded link for convenience:
The downside of enabling tilt controls is that it messes up the emulator (it tilts the screen based on mouse movement), and that effect sticks around even after turning tilt controls off. Here’s a quick test that re-enables tilt controls:
The controls are fairly basic - use the stick to steer the spaceship (or WASD on emulator), button A (space) to shoot the laser, button B (enter) to boost. It supports analog control if you’re on a hardware device (PyGamer), or if you connect a compatible gamepad for use with the emulator.
The left/right controls act as a rudder pedal (moving the view left and right) when pressed briefly, and roll (rotate) the ship when held down. Ideally those would be separate controls, but it’s a compromise to work with a single control stick. I wanted the dogfights to feel more like a spaceship than a turret, so you’ll need to combine roll + pitch for maneuverability.