Starship Panic by Evelyn Hagan

Starship Panic!
A simple game about surviving on a ship as it fills with junk!
Description:
Stay alive and avoid getting crushed as your starship fills with junk! Break debris down and haul it to the airlock. Once the debris is in the airlock and the door is closed press the vent button to vent it into space.
| Source code | https://evilevelyn.itch.io/starship-panic |
| Windows | https://evilevelyn.itch.io/starship-panic |
| Original URL | https://ldjam.com/events/ludum-dare/42/starship-panic |
Ratings
| Overall | 461th | 3.214⭐ | 30🧑⚖️ |
| Fun | 381th | 3.204⭐ | 29🧑⚖️ |
| Innovation | 357th | 3.196⭐ | 30🧑⚖️ |
| Theme | 248th | 3.786⭐ | 30🧑⚖️ |
| Graphics | 518th | 2.875⭐ | 30🧑⚖️ |
| Audio | 293th | 3.054⭐ | 30🧑⚖️ |
| Mood | 299th | 3.056⭐ | 29🧑⚖️ |
| Given | 43🗳️ | 5🗨️ |
However overall it's a well-put-together game and it's commendable that you could complete it in only 48 hours. Good job!
It seemed like there was something finicky about dropping debris, but I couldn't quite figure out what - just that in some cases, they either wouldn't drop or wouldn't go where I expected them too.
0 - Main Mechanics:
Avoid being in the same place where new objects appear (walking in a certain area). I found this mechanic challenging (requires observation and strategy). Unfortunately I did not have much sense of how long I should be running away (I wish this was clearer, maybe I missed something).
1 - Secondary Mechanics:
The mechanics of destroying boxes, leaving their remains, have a cool concept. However, given keystroke control, I encountered difficulty. I believe that keys with initials of actions can serve better (if a better positioning is not possible).
The mechanics of playing the rest of the boxes outside also have a very interesting concept, unfortunately I have not been able to use this many times. Hahahahahah. It took me a long time to realize that the "v" button (except for deception) would serve to leave one of the objects broken and collected on the floor.
These two mechanics, added to other possibilities in the game, were beneficial to the gameplay.
The mechanics that make it possible to develop the character is very interesting and fun.
2 - Learning Curve:
The tutorial tries to be clear by taking control of the player and forcing him to read (making it possible to skip using the "E" key); I believe that stopping the player from passing without him pressing the button is less of an impediment, from the point of view of not placing a large black frame on the screen. Either way the picture is functional.
From the character's point of view, there are few actions, so learning is easy; from the point of view of performing the moves I think it's a little tricky (maybe it's a lack of keyboard-playing experience on my part).
3 - Flow:
At each stage the challenge increased, as my skills increased. I believe that in the sense of game flow is balanced.
4 - Love Points:
Character development. The logical challenges that arise in the phases, leading the player to strategize in some way.
5 - Presentation of the Narrative:
The narrative is simple, there is not much to evaluate in this sense because there are few narrative elements (which I have noticed). I believe that in Ludum Dare time it is of excellent size. :)
If I want to continue the project, I would suggest reflecting on whether or not to include a more complex narrative (perhaps taking advantage of this to expand the number of levels, etc.).
6 - Art Polishment:
The art was pleasant (sound and visual). In Ludum Dare's time was delivering an art to the height, as I see it. There is room for polishing. I suggest that you put a mute button on the music within each level (or a volume control, which can be even better). In the case of narrative development and project continuity, I suggest that you polish and even develop an older, but improved, version of the main character and his / her items (this may be beneficial).
7 - Monetization Attractiveness:
If the phases are smaller and increasingly challenging, with clarity of time; if they include new mechanics and such; I think the game could sell to smartphones in the sense of having advertisements, or even selling by itself (maybe on Steam). For this much polish, character design, narrative design and an enlargement and balancing of game design would be needed.
8 - Community Generation:
In the case of the development of the narrative, the characters and the expansion of game design; I think it would be worth creating (for example) a Facebook page that represents the project; thus enabling the creation of a community of players. Please invite me to follow the page if it is to be created. :)
9 - Cultural Dialogue:
The game talks about spacecraft, tangentiating science fiction in a humorous way; being able to take advantage of these themes when they attract the public (knowing how to talk about it can attract more players). I believe that for this, it would be necessary to continue the project (according to suggestions, or otherwise valid). In the opposite sense (game including culture), I believe that it should have a community expressive before generating such an impact.