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Rage Quit Lander (Greenlight)

Discussion in 'Made With Unity' started by ChrisSch, Oct 12, 2014.

  1. ChrisSch

    ChrisSch

    Joined:
    Feb 15, 2013
    Posts:
    763
    Rage Quit Lander, formerly known as Cargo Lander is a lunar lander inspired game, with asteroid themed levels. We'd appreciate if you voted and helped it get Greenlit, and gave feedback. Thank you!

    Rage Quit Lander - Greenlight Page

    Features:
    - 60 different levels
    - 6 game modes
    - Hard, the way games used to be
    - Beautiful music, and colorful asteroid levels
    - Mini puzzles required to solve to pass some levels
    - 8 different enemy types, and some friendly units

    The game has two modes, and two more modes for each. Classic Lander, Cargo Lander, and Classic/Cargo Impossible, and Classic/Cargo Timed mode. In Classic Lander mode the goal is to land on all landing pads in the level to complete it, where the only major skill the player has to rely on is flight, navigation, and landing, while in Cargo Lander mode gameplay is more action oriented from start, the goal is to transport cargo from pad A to pad B, and to do that the player must survive, and solve mini-puzzles to reach the other end, all while avoiding being killed by nasty abandoned enemy AI. In an Impossible mode you only have one life to finish all 30 levels of Classic or Cargo mode, and in Timed mode each level has a time limit. And beware, space is filled with unknown dangers, and obstacles just waiting for an inexperienced pilot to come their way.

    The name has been changed due to a major game update, and preparing for Steam Greenlight. The name in the trailer will be changed too, soon.

    Branding Image 2.png



     
    Last edited: Oct 12, 2014
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  2. GarBenjamin

    GarBenjamin

    Joined:
    Dec 26, 2013
    Posts:
    7,441
    Nice! Looks like a very solid Thrust / Lunar Lander style of game. I enjoy these kind of games and yours looks like it may be a bit more interesting than Retro Cave Flyer that I bought for the PS3. That game was some good fun. If you put yours out as a PS3 mini I will likely buy it (depending on the cost of course but I try to support Indy Devs on PC and PS3 as much as possible).
     
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  3. ChrisSch

    ChrisSch

    Joined:
    Feb 15, 2013
    Posts:
    763
    Believe me I wanna make it available on as many platforms as possible, but I can't right away. I only own a PC so it will be available on PC first, then Linux and maybe Android, and hopefully I'll have enough income later to experiment with other platforms. Its already available for PC on Desura (link in sig) for 1.99$, if you can't wait. Thanks for the support!
     
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  4. GarBenjamin

    GarBenjamin

    Joined:
    Dec 26, 2013
    Posts:
    7,441
    I stopped using Steam several years ago when it became so overly popular. Never heard of Desura but looks good. Just set up an account and purchased your game. I figured for $2 it'd be silly not to grab it. Downloading now. Will let you know what I think...

    Okay, I just tried it out.

    I like all of the interaction (being able to open gates and such). The graphics, sounds and music are certainly fine.

    The things I didn't like were the overly pessimistic collisions. lol ;)

    I seem to hardly be moving and yet the ship explodes when trying to land. I can probably get used to it but compared to the other games like this I play (such as Retro Cave Flyer) this one seems very sensitive which makes it much more difficult.

    Also, I had some trouble figuring out exactly what I was supposed to be doing. Like when picking up cargo, I did not know where I was supposed to go to pick it up until through trial-and-error I found the right place.

    Overall, I think it has a lot of potential to be as good as or even better than RCF with just a little work. Mainly on making it not quite so darn sensitive to impact and providing some more guidance (maybe radar?) on what you are doing and where you need to go.
     
    Last edited: Oct 12, 2014
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  5. ChrisSch

    ChrisSch

    Joined:
    Feb 15, 2013
    Posts:
    763
    Thank you! I'll note all of that. The sensitive landing is definitely what contributes to "Hard, the way games used to be " but you're definitely right that you'll get used to it really fast, and be able to land at high speed and take off in the same fraction of the second (some levels require that kind of dexterity).

    You're not the first that wasn't sure what do to at the beginning lol. The first Cargo level tips (billboard in the back, and in other levels) weren't clear? Billboards are where all the instructions are. I guess I should have also explained to look out for billboards.

    Radar was in the game at some point but kicked out as it was my early days in programming and I didn't know how to properly do it. I'll note it and give it another shot, I have some ideas now how I'd do it.

    PS. I noticed the Boomers are moving a lot faster (especially the mini boomers) than they're suppose to be. I think some Unity update changed something, fixing it is top priority.

    Thanks again for buying the game, and taking the time to comment on it! :D

    EDIT: Desura is basically, a lot smaller than Steam, and where indies who can't even afford the Steam's developer registration fee go first. Like me, until recently. It was my first game and as most first games in some way it fails. The biggest reason it failed for me is because I misjudged the price and set it up to 12.99$. Which after a while I realized was too much, but that first wave of buyers passed long ago, so it was forgotten.

    Then recently I did a major overhaul of the level selection menu, and finally managed to put enough money aside for Greenlight (college was sucking me dry lol), so I registered and put it up yesterday. :)
     
    Last edited: Oct 12, 2014
    GarBenjamin likes this.