Planet Impact 2. A libgdx game that deserved a second part

Hello I am Justas and I have been working on this game for the past 2 years. Losing and regaining motivation definitely contributed to this long development time (also probably the fact that I now have to have a full time job :slight_smile: )

http://www.planetimpact.info

https://play.google.com/store/apps/details?id=com.uaimedna.space_part_two . Android for now, iOS coming soon.
Most notable feature is that the game now has a built in level editor. Where you can create levels and then share them with others to play.

Any sort of feedback would be appreciated. If anyone could rate the game that would be awesome. I would also personally buy you a beer if you made a level with the level editor (if by any change you live near Vilnius, Lithuania).

Hi Justas,

just downloaded your game and played it on my huawei p8. It runs fine, graphics are very pleasing to the eye and your animations run pretty smooth. I also like the serene musical score. The puzzles are nice as well, it’s quite an original concept. Only one complaint: an ad popped up just at the end of a level (while the game was still playing). I understand your need for ads, though it would be nicer if they appeared after you clicked through to the next level.
Also, what did strike me as odd is the translation of your game description to Dutch: it says the game is boring…not the best way to promote it!
Well, good luck with your game and may you have many downloads!
Greetings from the Netherlands,
Danny.

P.S.: since I probably will never visit Vilnius, I skipped the level editor ;D

Edit: forgot one thing…I like your website and how it responds to the movement of the mouse.

Hey Danny.

Ha! Thanks for spotting the boring description. I accidentally left that after switching from closed release to production. I might ad a delay for the advertisements after finishing the level. But popping an add when you click to play the next level seems to be even more aggressive.

Ahh the Netherlands… I hope to visit some day :slight_smile:

Nice game. Music, graphics and polish are tops and go well together.
Milky way 11 is particularly hard, took me about 20 tries to beat it.
Made it to Andromeda 4.
Gameplay wise, I think attacking is far more powerful than upgrading. Upgrading should maybe be powered up?
Great touches with the speed up dial and easy restart.

Hi. Sorry for late reply. Thanks for the kind words!

I just looked through the statistics that I gathered in my little database. And it seems that people are dropping off at levels 4, 8 and 11 so I will definitely do something to make these more encouraging.

Unfortunately I can’t do something about the gameplay at this point. I find that upgrades aren’t that useful in smaller levels, but in bigger levels they offer quite an advantage when forming a strong base. Fun facts about what it would take to change the impact of upgrades (or any other gameplay mechanic):

  • the AI would have to be re-tuned/rewritten.
  • All of the levels would have to be reevaluated with the new AI to get the correct star ratings for given time and level (the simulations to get enough data from the levels take around 72 of my CPU hours)
  • all the current user scores in highscores would be invalidated because of the new rules and the possibility of before-update times not being achievable any more

I will try to introduce more different game mechanics. But maybe in a different galaxy package.

Hi,
That’s very interesting, thanks for your response. Doing a new galaxy would be great! By the way, I like level 11, it was a good challenge. I just thought that maybe it should be towards the end rather than in the middle because it’s the hardest one in my opinion.
Makes sense about it being too hard to re-do those levels now that you have so much data built up.
Congratulations for making this very polished game.