There are various resources to watch for if you want a chance to reach the outside of the galaxy:
|Fuel||Gets you to the next level. You get it by docking and expanding your ship to other ones that contain fuel.|
|Crew||Your crew is your HIT POINTS. Every time you harm your ship, you lose a member of your crew. If there is none, this is GAME OVER.|
|Oxygen||Your crew consumes oxygen. Keep your oxygen above zero or ALL YOUR CREW WILL DIE! You can gather oxygen by standing still near a (non-infested) planet.|
The exit of each level is above the planet (use the radar to help you navigate). Good luck!
v1.1 (29th June 2018)
Try A.G. Hope the way it's meant to be played!
v2.2 (11th July 2018)
It reminds be a bit of FTL, although it's obviously a very different game. It also reminds be a bit of this abomination for which I was partly responsible (theme: Growing).
I didn't really see the point of turning to the astronaut and flying over to different ships, especially if I can't bring fuel and crew with me; why not just fly my current ship over there and dock it? There doesn't seem to be much of a drawback of having a huge ship; you present a bigger target, but that's fine as long as you make sure to get away before the baddies come in. Overly aggressive docking is punished harshly with explosions, but that might not be enough to counteract the OP. My strategy (like with FTL) is to grind the earlier levels and then just rush through the later ones using the ample fuel and crew I have gathered.
Balancing could use a bit of work. On the first playthrough, I found only two other ships in the first system, with barely enough fuel between them to advance. On the second playthrough, there were something like seven or eight, which helped me breeze through the subsequent systems much more easily and win the game with 4 citizens saved. On a later run, this got me to 16.
I think I ran into a bug where space bar stopped doing anything. I was aligned right, the doors were open, it said "Docking mode on", but nothing happened. After moving back a bit, space bar still wouldn't let me become the astronaut anymore.
Graphics look solid. Nice touch getting the logo into the Unity config screen.
Audio is fine, nothing mind-blowing, but functional. The ship sounds like a hairdryer, but she ain't much of a looker either, so it somehow fits.
The main thing I'm missing is some music to set the mood, especially when the invasion starts.
Overall, solid entry!
@thomastc Thanks for the detailed feedback! And the bug report!
There was a small but super important feature we actually forgot to implement: ships should remain powerless (and impossible to dock in) until you EVA into them. That means you need to switch to astronaut mode everytime you want to dock into something, which leads to more time pressure & risk taking.
I'll probably want to make a post-compo to implement that, balance the game more, and add some features like erring asteroids… and possibly even combat if I'm motivated (we already have unused assets for all of these things).
Wow! This is crazy good for a jam game. The controls feel so nice to play with, so smooth and fun. I had a blast just flying around space. Building my own ship this way really reminded me of the board game Galaxy Trucker. :D
I really love the art, the little cosmonaut looks so cute! It was also really funny to me that I could bump into earth and the ship would explode :D I burst out laughing the first time it happened.
It was a bit hard at first to understand what to do, but after I read the game page's description I got it.
I hope you will continue this after the jam and add more variety to it. :)
Good news, citizens! You weren't turned into replicant biofuel! Bad news, citizens! The universe is expanding faster then we can catch up… This is going to be a looooooong trip.
Interesting idea, functional too and fits the theme! Biggest issue: there isn't much of a challenge at the moment. Moving the ship is slightly touchy, but collisions are due to impatience more than anything. Never had trouble with the replicants, they didn't seem interested in my little saving humanity operation.
Having to board the ships before assimilating them is certainly a possible fix. I actually got a different idea while playing. The citizens could act as boarding troops who rush into the docked ship, rescuing people, hauling cargo and fighting replicants. Then the docked ship can either be discarded or kept as an air supply or a shield against hits. This would require pathfinding and some AI work of course.
The GUI is a bit busy, every corner has something and the elements themselves are bigger than needed. I'd remove the unnecessary icons and text from the status panel in the bottom left (for instance the crew text and icon); get rid of the minimap (the levels aren't big enough to warrant it, and the camera can be zoomed out); remove the objective reminder at the top and move the fuel required indicator from it to the planet status panel in the bottom right. So, down to two elements from 4. The in world circle indicators are a neat touch, more of that sort of stuff!
Clean graphics, easy on the eyes. The sound effects fit the setting. The engine sound is mildly grating though. Some eerie space music would fill in the atmosphere vacuum.
Good work. Lots of room for expansion.
Overall: Good (7)
Graphics: Good (7)
Audio: Above average (6)
Gameplay: Above average (6)
Originality: Good (7)
Theme: Great (8)
Very cool idea, looks very nice. Sometimes I felt like the acceleration was a bit too much and you crashed into other ships very easily.
Seemed quite buggy to me (Linux Build), for example the first time I started a game, I could not see anything and then I died… Afterwards it worked. But sometimes I was in docking mode but I could not dock the two ships with pressing space.
Very cool concept, and quite well executed as well. I love the use of the theme to create a natural difficulty curve as it becomes harder to dodge and maneuver, but it always felt responsive even when your ship got really big. I liked how the mini-map whould show the orientations of new shipsto dock so you could prepare before you could actually get to them. Just overall really well thought out and enjoyable to play!
Very cool game! And such polished art, the teamwork really shows. Found some bugs where my ship was rotated and had rooms misaligned and it was kind of a mess, and the docking feels a but too finnicky, I feel it would be a more satisfying game if the ship parts snapped to you without risk of damage in a tetrislike snap. Then the danger would need to come from elswehwere I guess then,
Quality art, quality sound, quality mechanics programming. An outstanding entry, loved it.
Cool game, reminded me a quite a bit of captain forever - http://www.captainforever.com/captainforever.php
just because of the sticking bits of ship together thing. But with your objective of rescuing people, makes for a different feel. I was also initially confused by the controlling the astonaut thing, and not being able to pick up fuel from the other ships, but reading the comments it makes more sense. I played the post jam version also briefly. On postjam version had some problems docking after I reactivated another ship. I couldn't dock my new ship to my old one. Went back to first and could dock the other way. On a second play I couldn't get the docking to work at all. It seems if I can control the new ship I should be able to dock it to my old one instead of having to go back. Also On my first play of v2 I just got a game screen with no playable ship or astronaut. A game restart fixed it.
Anyway cool idea, nicely done. Agree with @Raindrinker, that you should probably just make the ship parts snap together more easily as forcing yourself to be really patient putting them together does not really add to the fun (for me anyway). The space tetris thing is pretty interesting though.
Very cool game, very graphically polished, especially that gorgeous parallax starfield! It definitely feels like the kernel of a larger game - I would love to just spend some time in orbit EVAing around and doing stuff. I see you have added a mode for that in the post-jam version, so I might give that a go.
I didn't find the fleeing from the replicants particularly challenging - I just powered north, docking with whatever got in my way, and skimming the atmosphere as I went, and that seemed to do the trick.
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