
A Cosmic twist on a Suika-style game with space gravity. Help our little friend Sputnik on his journey to become the Sun.
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About
Meet our little friend Sputnik. Help its journey to become the greatest star in the solar system - the Sun!
Cosmic gravity is applied to the planet, which makes it different from the classic Suika-style game.
The ability to target the other side of the planets adds much more strategy and depth to the game!

Match two identical planets to create bigger celestial bodies.
Discover 10 dazzling planets, each with its own place in the solar system!

Watch out for the bubble! If the planet pops out of the bubble, it's game over.

Our planets aren't just celestial bodies – they're full of life!
Watch them interact – they might greet each other with a smile or gaze curiously at one another.
Get ready for a whole lot of cuteness as you merge your way through the solar system.
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Stats
Languages: English*, Korean*, Japanese**languages with full audio support
Engagement
Reviews
꼭 한번 해보십쇼^^
김성관이 젖꼭지 세개 만들 정도로 재밌음 무조건 해야 하는 게임 용량도 별로 차지도 안 하고 김성관 꼭지와 꼭지 사이에도 들어갈 용량임 진심 한번 제대로 하면 개 재밌는 게임 시간 순삭임 노래 들으면서 하면 진짜 2시간 뚝딱임 거의 순대국밥에 밥 2공기 뚝딱급임
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 39 reviews with recorded playtime.
расслабончик, правда когда два солнца не косаются не расслабончик
The game has potential to be an interesting take on the Suika genre but in its current implementation is a little too frustrating for my liking. I understand the developer wants it to be more challenging than relaxing given it has the skill-based element of calculating the launch, but when you lose, it doesn't feel like an issue with your planning or gameplay but rather factors outside your control. You are also left with little opportunity to learn from your mistakes because getting back to the point you lost might take another 15 minutes of methodical play which might again turn out to all be for nothing. The crux of the problem is the way the loss detection works. In many stacking-type games, there is a period where your tower must remain stable before the level completes successfully (to prevent you from just spamming blocks to create an unstable tower that only fulfills the win condition for a second). This game needs something similar to but opposite from that--a period where you must remain in a losing state in order to actually lose. Why? Because currently, if one of your planets pokes out of orbit for even a split second, you instantly lose the game. This is problematic because: Planets are rather wobbly and jostle around a bit after being impacted by another planet before settling into their final position. The gravity is very floaty and the planets are very bouncy. Even with excellent precision and a strong sense of the level of power needed, it is impossible to hit a given location exactly on the dot without a bit of rolling--in fact, much of the game is based on knowing where and at what angle to hit a neighboring planet so that your projectile will end up at the right location. This problem can mainly be observed when trying to land on the far side of the orbit. Merge behavior is unpredictable. When you combine planets, they will sometimes merge explosively, flinging nearby planets (especially small ones) into orbit and ending your run before you even have time to realize what happened. This one feels the worst of all because merging planets is the entire point of the game so to be punished for doing exactly what you're supposed to do makes you ask what the point of wasting your time is. There are several changes that I think could be made to improve the feel of the game without significantly lowering the skill level. I certainly wouldn't expect all of them to be implemented, but some combination of one or many would be great: Only count planets out of bounds if they're connected to the ground through other planets. This should absolutely happen and would fix the issue where planets getting randomly launched due to a merge would cost you the game. Add a brief grace period during which planets can jostle around before a loss is calculated. The developer has indicated he feels this would make the game too easy, which I respect, but I'm still leaving this here just in case he changes his mind and decides to test it out in the future. Increase the gravity and/or friction so that planets don't fly around or bounce off other planets quite so much. Increase the radius of the orbit to add a little more wiggle room for sub-optimal stacking.
개발자 뒤져라
awedasdas
AWESOMEEE
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.