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What do you think?

Will you publish early versions? I'd like to play

i have made a video on this game completed level 1-4 its awesome

I WANT THIS GAME

I'm excited level editor.

I like level editors anywhere

pleasepleaseplease. RELEASE ITTTTTTTTTTTTTTTTTTTTT

Game Soundtrack

10 songs

Supporters


Rocket Shipment is a tricky physics based rocketship delivery game with an integrated level editor.


Join the Discord community and help me improve the game!

The game now also has a Steam page!
GameJolt does not support giving a Steam key on purchase. If you desire to have a Steam key as well, please buy Rocket Shipment on itch.


Rocket Shipment is a fresh take on the old space classics like Lunar Lander, Crazy Gravity, Solar Jetman and Gravity Force to name a few.

Fly, grapple, puzzle and refuel all while exploring caverns and fighting gravity in this physics based delivery game.

If the main levels are not tough enough for you, make your own with the in-game level designer.

Haul stuff around

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Build your own levels

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  • Deliver crates while running out of fuel and being shot at

  • Navigate a spaceship through tight and challenging spaces

  • Play a range of challenging levels

  • Use the level editor to make your own

  • Pure physics based fun

#scifi #puzzle #singleplayer #pixelart #space #spaceship #retro #strategy #caveflyer #cave #flyer #moonlander #lunar #lander #arcade #platformer #leveleditor



all-ages

I dabbled with different letter designs and posted a first attempt more than a month ago.

I got a lot of helpful feedback from reddit, which helped me to improve the design. This is the result!

I'm very happy, and am still open to suggestions by the way.

I completely forgot to retract the cable as well.

It might be a detail, but attention to details makes a good game (I hope!)

*Fling!* *Thwap!*
After some trying out different solutions, I found a nice way to shoot the cable instead of magically making it appear.

The result is very satisfying. I can't stop shooting cables left and right.

A much better handling ship and more realistic physics!

I split up the cable in a single joint that handles the physics, and multiple smaller joints to simulate the cable hanging, while not affecting the phsyics.
You can see the single physical joint as yellow line when the debug mode is on.

I'm amazed at how easily I could implement this. Yes it took some setting up and yes I got caught up in fixing and refactoring some stuff, but even though it took a while, the actual implementation for this was pretty straightforward.

Here's the result!

I'm taking a shot at a title graphic. What do you think?

Maybe the letters are a bit too bland...

I've updates my crates to have cut off corners, which makes the collisions more stable.

Here's a result of a small test I did. I'm really happy with the result!

My next goal will be to introduce a rope attached to the ship, to carry the crates with.

Here are some crates with physics. It works OK-ish.

I'll just go with it and see if the physics will really cause problems later on. I just need a break of constantly looking at the same physics code.

Someone commented on my last post on reddit that I should take a look at the tilemap tool of Godot. I did, and the tool inspired me to implement automatic generation of the correct tiles instead of having to seperately select them.

This is the result!