Thrust Vector by pogo
https://youtu.be/BwfNg8bQCLE
A cross between real-time simulation and turn-based strategy mechanics, in SPACE.
Team: * @pogo / rolopogo: Code, Design * @vectorfold / xerodev: Art
Instructions: * Use WASD keys to move the camera * In the lower right box, select which thrusters to actuate with the mouse * Press Space when ready to move the game forward * Survive 30 turns!

| Windows | https://vectorfold.itch.io/thrust-vector |
| Original URL | https://ldjam.com/events/ludum-dare/41/thrust-vector |
Ratings
| Overall | 320th | 3.7⭐ | 37🧑⚖️ |
| Fun | 454th | 3.429⭐ | 37🧑⚖️ |
| Innovation | 234th | 3.743⭐ | 37🧑⚖️ |
| Theme | 573th | 3.614⭐ | 37🧑⚖️ |
| Graphics | 183th | 4.143⭐ | 37🧑⚖️ |
| Mood | 574th | 3.3⭐ | 37🧑⚖️ |
| Given | 64🗳️ | 35🗨️ |
Would you rate my game?
https://ldjam.com/events/ludum-dare/41/the-game-that-bad-that-it-is-actually-good
Amazing work!
I like the graphics, especially the warp effect.
I think the camera controls could be improved -- primarily, it's really annoying to have the camera move when your mouse is in the corner, when you're trying to click on one of the thrusters.
One thing I did not get is I can't seem to go to next move if I do not move. Sometimes I just want to sit still in one spot and try not to waste any thrusts. Is this intentionally designed for players to constantly move?
Quite an ambitious project for a 72 hour jam you got. Nice job guys!
Congrats on your jam game! :smile:
If you could play and rate my team's game that would be ace! https://ldjam.com/events/ludum-dare/41/check-please
Your game uses the same mechanics that I imagined to create mine!
But you took it much more further with the physics and visualisation. The thrusting system is beautifully carried out and the boundraries maintain the challenging level tough enough to think it carefully.
Talking in an extremely detailed level I think that the camera control should be more manageable to apreciate the space massacre. This is the base of something much more bigger.
I bow to you 5/5
* The mechanics are simple and intuitive.
* I'm glad I don't move on a grid like the enemies, that would not be nearly as interesting.
* I'm glad the enemies broadcast their moves clearly.
* I'm glad the player ship doesn't collide with enemy ships.
* I'm glad there's no actual fighting involved, just kiting.
All this together really focuses the gameplay onto this one mechanic of controlling the thrusters, which is super fun.
* It's really neat how different combinations of thrusters can be used in different situations to do different things based on what happened last turn. yay mechanic depth!
* The grid highlights are neat, helps me plan moves and keep track of the "battleship" aspect of things. I wish I could see where the out-of-bounds were before I get close to them, though.
* The predictive path that shows where I'll go with the current thruster set up is incredibly useful, lets the player experiment and learn without consequences when things aren't quite as expected. However, the hologram thing does seem to go a bit farther than the actual ship does, which might be frustrating when trying to plan precise maneuvers.
* I did find what I'm assuming is a bug where I ended my turn in a space that had been a danger zone, but had just cleared, and I lost anyway:

I have never felt more like a rebel trying to escape from the space cops, it's like elite dangerous meets grand theft auto :smile: Well done!
I bookmarked your profile :D). Maybe i will check out some more games made by you. :D
I really liked the simple but not too simple style of your game and how you managed the game to be turn-, but not fieldbased. Are there no sounds or am i just not listening to them? Because i am a "audiophile" and i really like the way music can change the whole game. But also without music: good game!
The gameplay is fun too, it took a while to get my head wrapped around what thrusters will make your ship go in the right direction, but after a few rounds i got the hang of it.
Good job! :D