Waste No Space - From Meditation to Stressfest - Playtesting now!

Hello there!

Waste No Space is my debut and I’d love to hear some opinions and thoughts on it!

I have been working on this for almost two months now. It started as a little toy for a game jam and since then grew a bit in style and size. I am not sure of the genre of it. I initially thought it to be an in-reverse incremental space game.

My goal for the current state of the game was to implement as many systems and game logic as I could to make the game engaging and challenging, while also easy to pick up. There is some polish here and there and I feel confident enough to share it now.

Link: https://ximossi.itch.io/waste-no-space

If you have the time, please, give the web version a try and tell me what you don’t like about it or what you think :slight_smile:
(also I’m looking for data on performance. in case you encounter serious lag and frame drops, let me know)

The next steps are:

  1. Add goal. I will add two steps to reach a potential goal. First you will have to unlock some multi-step technology by shooting a satellite to a few select locations (gently obstructed), and secondly, you will have to construct an absolutely over-powered item.

  2. Add more polish. Some sounds i really want are missing - i love making sounds.

  3. Add small random events. I want various meteorites to spawn from time to time and some other things to juice things up.

  4. Replace the placeholder space bodies (brown rocks) with proper planets.

  5. Internationalization. I have pushed back dealing with tr() for a bit now and will have to find a chunk of motivation to do that.

  6. Dynamic Music System. I really, really want to try out the interactive audio player nodes :open_mouth:

  7. Controller input. Got some ideas here, but for the moment i’m focusing on desktop and touch.

And lastly: of course I’ll try to answer any questions you have :slight_smile:
Thank you all!

8 Likes

I think I have already seen it somewhere!

That would be wild :smiley:

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I hoped I was prepared for this small release, but of course I have found a few bugs during the tutorial states. Those were fixed right off the bat. :slight_smile:

  • Screen Scaling not adjusting properly on start
  • Game crashing when declining tutorial
  • Tutorial arrow showing up after first satellite spawned into space
2 Likes

Nice work!
A few things to report back:

-Visually pleasing. The colours, especially.
-The mechanics work well- hoping for more depth in this as time goes on.
-It’s quite funny actually, I enjoyed the dialogue and it fits the mood and pace of the game.

-You’ve already mentioned things that I would have mentioned to work on; so I haven’t got much else to add.

2 Likes

Great game idea, will play soon

While I keep on trying a few things out, there is one thought I wanted to share and gather opinions on: style and trends.

For the most part I try to keep my visuals clean and subtle. The major effect I apply is a heavy bloom effect. Last week I also introduced a blur shader to some UI elements carrying text - for contrast and also to have an application to learn Godot’s shader code. Another one I am experimenting with is a shader for generating an interesting and dynamic space background texture.
I’m a little bit sad, that it does not work in web exports though.

In general I try to stay away from currently trending visual effects. For one, because I can not build them myself and don’t want to copy-paste something I have no idea about. But also, because I am quickly bored by the ever repeating effects. One of those is the (probably almost over) hype of CRT/Scan Lines, heavy vignettes, distortion and chromatic aboration: vintage stuff. I see it everywhere.

The problem is: I like it sometimes. So I used it now. In my current game I pause everything when narration comes up - and for more stuff coming later in development. Until now, the screen just had a giant “PAUSE” label. I tried simple darkening, little blurring… and then added a CRT shader.

And now principle clashes with taste.

Please share your thoughts.

2 Likes

I think its a cool effect and i do see it overused in alot of games but maybe a suble vinette or scanline or abberation would be nice, I think the screen looks a little clutterd (in the screenshot you sent) mostly on the left side

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You’re right! I had narration and tech info use the same notification and wanted to change that for quite a bit now. This way, it is either “Tech Info” or “Subtitles”, never both like in the screenshot :slight_smile:

Hello! I’ve updated the game again and would love for you to try it:

New to this version:

  • Upgrades! The technology modules can now be upgraded with points you collect by scanning stars.
  • Stars are now generated randomly.
  • Visuals, Visuals, Visuals.
  • Endgame added - can you find The Blobb?
  • Random Events now spawn asteroids that crash into anything in their way.


On a side note: I am a bit confused by the web export. Some things don’t work as intended. By now I have added some OS checks to deactivate some shaders on web and mobile, but my pre-caching of some particle effects does not seem to work, resulting in stutters. Hate them. Next version I will probably deliver as a downloadable app.

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It’s so bad I’ve found this so late because I should go to sleep but the challenge is keeping me awake. Your game is fun, really :star_struck:

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Haha, i’m glad you enjoy it - but I also hope you did not dream of nuclear clouds in space :smiley:

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Pushing out updates! I have added a proper goal system now!
They unlock as you go, more or less dynamically, based on your play style.

As always, I would love to hear your opinions! A round usually takes between 3 and 10 minutes, depending on how serious you take it.

Also, as with every update, bug fixes and balancing:

  • You can now upgrade the Waste Storage to give you more buffer in the beginning.
  • The Reactor upgrades are more powerful now, too. If you want to move quick and expand in a very stressful manner, you can do so by investing into power generation early.
  • Exploded Waste in space now moves a bit slower. I have seen playtesters shooting packages deliberately to form giant toxic clusters. This will make this even more intriguing.
  • Increasing prices after upgrading the Reactor and Storage have been removed. Power ups should give more power to the player not punish them. :smiley:

Next up: Controller Support. This is a hard one, to be honest. But I want it.

1 Like

nice :ok_hand:

1 Like