Starbage Man by BryceLTaylor
You are a stowaway on a garbage freighter pushed into service by your now boss. You have to take radioactive waste from planets to a nearby black hole.
Also, the waste damages your ship so make sure you keep an eye on it.
Made with Unity using the 2D features.
The Post-Jam version of Starbage Man is here! The links below are the post-jam versions now. We'll get the originals back up sometime soon.
*After our initial launch we noticed that the sound didn't work and another minor sound issue, which means the player can't learn how to play. *We fixed the issue and re-published the code!
Check out our podcast about our experience doing Ludum Dare
We do a podcast about game design called Side Quests! When we released the post-jam version of Starbage Man we did an episode where we went in depth on the updates and the code of that we fixed. You can check it out here: Episode 006: Ludum Dare. You can check out the rest of the episodes on Sound Cloud, iTunes, Google Play, and Stitcher.
And here is an older one from right after the jam discussing our experience making the original jam version of the game: Episode 011: Starbage Man Update
Ratings
| Overall | 720th | 3.289⭐ | 47🧑⚖️ |
| Fun | 819th | 3⭐ | 49🧑⚖️ |
| Innovation | 339th | 3.447⭐ | 49🧑⚖️ |
| Theme | 553th | 3.467⭐ | 48🧑⚖️ |
| Graphics | 838th | 3⭐ | 50🧑⚖️ |
| Audio | 201th | 3.646⭐ | 50🧑⚖️ |
| Humor | 46th | 4.096⭐ | 49🧑⚖️ |
| Mood | 579th | 3.261⭐ | 48🧑⚖️ |
| Given | 55🗳️ | 62🗨️ |
Curious, was this in any way inspired by Schlock Mercenaries?
I'd almost suggest making it unskippable if you haven't.
The game play itself was pretty standard space fare, it was a little weird running back and forth to the map and the cockpit to fly, I almost found it easier to just fly around until I found stuff by accident since the game area looped on itself.
All in all, the polish here is really really good.
I found the navigation difficult. Either in an game HUD or pausing the ship while viewing the map would have helped me. The voice acting was great and story sold it. Clear objectives and mechanics worked well overall.
There are a lot of half-finished ideas in the game -- we couldn't decide whether to lock controls when the boss was talking to you or not because we wanted to add a bunch of random superfluous interruptions to get in the way of you doing your job but not quite stop you entirely. Perhaps a smaller boss animation with more of the screen visible so you could more reasonably _try_ to work but still have it in the way.
I think the skeleton of the "frantically running back and forth between controls to manage too many things" mini-game is there, but it's not actually tuned right for gameplay so it perhaps just feels kind of confusing and hard without quite feeling frantic and silly and fun. But I think there's a glimmer of a fun mechanic there that could be unearthed.
We wanted there to be too much garbage, too much to do, and too many interruptions from your boss, and I think we successfully got all 3 of the pieces working-enough to see the skeleton of relationships between those systems.
@micahtron -- I've never heard of Sclock Mercenary, but now I have something new to read. Thanks!
It does feel like the minigame of moving your cargo from hold to hold is never actually important: it's easier and faster to just fly to the black hole and dump the stuff.
Also, I ran into a game-breaking bug: the boss appeared, said "Next time, you should be a little bit more considerate" and then the boss screen never disappeared, rendering the game unplayable.
Despite all that, I still think this is a really good game. Good job!
The general idea of the game is pretty good, just keep improving. =)
A simple sugestion: down arrow to break, instead of going backwards. This way you can easily stop your ship.
Still, that was really well done. Keep up the great work!
Check out my game if you would like
https://ldjam.com/events/ludum-dare/40/virus-detected
Everytime voice-acting started - inputs were stick and player walked on it's own, also i couldn't steer starship in 'black hole' view and when i got info that i should press 'space' to shoot pellets - spacebar didn't work for me at all...
I give it a second try with windows version (i figured that maybe it's webgl issue) but this was even worse :(
I had to admit that voice acting was a really good idea and it was really funny ;)
Checkout **Voxel Mob Arena** here and please leave rating!:
https://ldjam.com/events/ludum-dare/40/voxel-mob-arena
@Yngvarr @William-Macfarlane said a lot up above about why we made some of the decisions around the boss. Basically we didn't have time to tune a lot of systems and decided to put effort into turning the game into the tutorial to give a taste of all of the systems.
@bartosz @Chronosv2 @fernandxor It's quite deliberate to make flying the ship hard, namely, not being able to steer and see exactly where you're going at the same time, but I think with more tuning we could get it to feel a little more silly and a little less frustrating. Like how QWOP is hard (but nowhere near that extreme.) Probably making planets be further apart or you move slower would help. We could also have told you that you need to be at the pilot station to launch garbage, but I never went back to record more voiceover.
As for the boss freezing your controls, we did that to solve some problems with the events triggering for this section of the game to get it out on time, but the fact that the ship is still moving does cause some other problems. Ideally both you and the ship would be able to move while talking to the boss and he'd be more inconvenient rather than totally blocking.
@eric-florio Thanks, we might implement that.
@talon You're right. I think stuff is generally too quick to get to so you don't really need to spend time worrying about that in this version. In the future we'd like to make it more pressing. As for your other bug, It's really a feature! and a bug. There is a half-implemented system of planets exploding if you have too much waste, which happens now but we just don't explain it at all. We ran out of time and I don't think I recorded the audio to differentiate that from your ship blowing up.
I really enjoyed the narrative take, though. Automatically being assimilated by the corporation and rising through its ranks by not dying were a nice touch that added a lot of character. Fun writing!
Overall I see a lot of potential here, but right now I feel there focus isn't on the *right* parts. That said, maybe I am just more excited about space flight games than I am about walking around a space ship. :smile:
But there are tons of interresting bits in your work and those mixed activities should be fun. If you wanted to keep developping the game, mixing onboard with space event might really be fun !
Anyway, congratulation for this ambitious submission.
Love the tutorial. As some already say : hard to navigate. But it's a part of the fun :)
Good job!
The only bugs I saw were dialogs causing buttons to stick, and opening the captain console had me immediately turning left, because it was to the left of the user. The second could be fixed by using the same e key to enter a terminal and exit.
Well done.