hiJack by SecretPocketCat

Fight your way through the merciless universe. If your ship is about to explode, leave it behind and jump ship to ship.
Beware, though, hijacking anything resets your hard-earned bonuses.
Controls ##
WASD - Move
Mouse - Aim
Left Mouse Button - Shoot
Right Mouse Button/Space - Hijack

BTW. You can hijack asteroids if you were wondering.
I opted out from graphics as the ships were a rehash from my earlier project and the cursor is by the wonderful Kenney.
As for sound, the main track was generated by Jukedeck, hence no audio rating. (And I picked the track and generated the lousy SFX at the very last hour anyway...).
| Windows | https://secretpocketcat.itch.io/hijack |
| HTML5 (web) | https://secretpocketcat.itch.io/hijack |
| Original URL | https://ldjam.com/events/ludum-dare/43/hijack |
Ratings
| Overall | 305th | 3.663⭐ | 51🧑⚖️ |
| Fun | 155th | 3.76⭐ | 52🧑⚖️ |
| Innovation | 225th | 3.571⭐ | 51🧑⚖️ |
| Theme | 698th | 3.194⭐ | 51🧑⚖️ |
| Given | 64🗳️ | 55🗨️ |
Details appart, great job!!
@beardmage Thanks. What do mean by *good game feel elements*? Something along the lines of game-juice/feedback/polish?
@sargonius Thank you, though the ability to hijack an asteroid is mostly just a joke.
Also, at the time of the 3rd or 4th, the win version had only 1 download and the WebGL build hasn't been availble yet. Either Itch is buggy, or some people haven't even played the game. Shame on those petty liars and thanks to anyone, who actually played the game.
Could be a problem on my side but the ship felt heavier than I thought when I tried to rotate it/turn it around. Apart from that everything was smooth.
Also the game is thrilling and makes you feel great when you hijack a better ship than your current one. Congrats on your game!
https://www.youtube.com/watch?v=cZfsnA7dAHI
One possible bug I should point out: I hijacked an asteroid early in the game but nothing else appeared. I was hoping to smash some of the enemy ships. I like the concept though — being able to hijack is an interesting twist, and it seems to work well with enemy ships.
@shito Which ship exactly? I tried to make them feel different, so their max rotation speed, movement and easing speeds (in and out) are different. For instance the starting ship is midtier, sligtly floaty, the 2 gun small ship is more precise (but has the least HP to compensate) and the big shield ship (I call it Turtle) is supposed to feel really heavy, so it's slow to move, rotate and get moving. I haven't had time to balance the values though, so they might feel clunky.
@beardmage The bullets definitely need more work, but I tried to cram in as much polish as I could, but I managed my time poorly, so movement/engine flames didn't make the cut.
For score animations, I prefer a fade as anything else feels a bit too distracting and I want the the player focus on game.
As for the bug/feature, I know about that, but left that in as I had more important stuff to add in. I call it 'Zen mode' :laughing: Thanks for reporting it, though.
Doing this will give the player a real sense of progression and make it super satisfactory to grab a bigger/better ship.
Also if you wanted to turn this into a non jam game I'll implement a mechanic that only allows you to hijack a ship after taking them down to a certain amount of hp. By doing so you set some neat rules, a bigger strategy factor and also a bigger reward to the player when he manages to finally hijack a big fat powerfull ship.
It's quite ambitious, but hope you like the ideas or gives you something to think and/or improve upon. Good luck ;)
Overall I think the game has a really good feel to it. The situations you end up in require a good analysis of what you should be prioritizing, because you have such a variety of enemies and obstacles. Things like where to move, what to shoot, are all basic twinstick concepts but when you add in the hijack, it adds another dimension of when to time it, and who to not shoot so that they are full hp when you jump on them. I wonder if it'd be possible to design some situation where you needed to repeatedly hijack/swap between 2 ships a lot to beat and encounter or boss, like if 1 ship had missiles and another had guns and for some reason you needed to keep both around. Could be tedious but could be a way to take the hijack idea further.
The difficulty is maybe a little on the low side--hijacking seems objectively quite powerful and feels more like a sweet thing to do than a sacrifice--but as a showcase for the mechanics, this is fun and polished.
@secretpocketcat, how did you make the graphics for the ships? Vector art? Also, what techniques did you use to make the glowing effect on all the game's graphics? It made the game feel extremely polished. I really love this game, and it is the first Ludum Dare 43 game that I think deserves 5/5 on each category! :star::star::star::star::star: I'm definitely going to play more of this game more later. :wink:
I've considered an increasing arena size for the jam, but scrapped due to time management issues. I'm planning to experiment with it for the postjam version. The area gets crowded fairly soon and as it is, the pentagun ship is pretty much useless. I'd like to play around with that, to mitigate those issues and to possibly introduce a few bosses.
As for the HP requirement, I've thrown that idea around as well. As it's right now, the damage taken carries over, which I quite like, but it wouldn't make much sense if I forced the players to damage the ships to hijack them later. I'm probably gonna try out adding in a 'hijack shield' - damage the enemy enough to hijack them, but they still keep their max HP, so you can steal the ship at max HP minus the shield. If I handle this properly, it could add an extra decision to make. I quite like the sound of that, but it might become too finicky. We shall see :sweat_smile:
Thanks again for your wonderful suggestions, it's duly appreciated.
The swap idea is great, though is goes against what I'm currently working, that is getting powerups which are lost on hijack. Though the gears are spinning in my head already as I try to put it in. I'd like it for a unique boss, but I don't want to force the player to give up their powerups etc. One thing I could do would be to keep the ship that the player has just left, so they could jump back into it, but they would have to be careful about not damaging it. That could be interesting. I'll ponder about that some more.
At thousands a lot more enemies should spawn, which should make it very hard to survive, but I haven't tested that much as I was suffering from the *'I've just worked on this for 3 days. I don't feel like playing it'* syndrome.
I'll try to balance it for the postjam.
Originally, I was being a dummy and created the ships in PS using bezier curve tool (pen tool?). I really should have done that in a vector-based editor. During the jam, I converted them into vectors in inkscape and tweaked what I needed (hence the opt-out from graphics).
The glow is just bloom from the [Unity PP stack](https://docs.unity3d.com/Manual/PostProcessing-Stack.html).
Thank you for the praise, I'm looking forward to your game and I'm gonna try to remember to mention you if I ever release a post-jam version :wink:
I thought I'd seen all the content when I didn't see any new ship types to try for a while. I guess I didn't notice them spawning faster or else I should have played farther first.
I think PP stack v2 is in the works as well, a beta might be available as well :wink:
Gamepad support is pretty much set in stone for the postjam version. I described the game as a twinstick a few times, so it's almost a cardinal sin the jam version doesn't support that :sweat_smile:
I also wasn't clear about what the bonus does (it seems like it's just keeping score?) so I was hijacking willy-nilly.
Thank you for playing and taking the time to comment on the game.
The Iframes on hijack are a swell idea and a silly overlook on my part. There're Iframes on contact damage, I'll add something similar for hijacking.
Thank you very much for the feedback.
A glitch I encountered was that sometimes the default direction vector (when no button is pressed) was not Vector2.zero, meaning I had to hold the opposing button not to fly into the wall and die. This also meant I couldn't move in that direction.
Refreshing the page fixed it, however.
I enjoy the concept, though the screen space is definitely quite cramped. The hijacking mechanic is rather innovative and interesting.
It's a rough diamond in my opinion.
I rated it 4 stars overall.
For transparency: I played the web version.
Did that happen to you more than once and have you tried anything else besides the refresh? Was the game dropping frames (a lot)?
Can you think of anything you'd like to see added or impoved in a postjam version?
@jotson Jukedeck is pretty cool for this kinda thing, though the tracks are a bit samey.
I also hope they'll add a loop option. That'd be super nice.
First, I would prefer a linear map. By that I mean I would like to be flying in a defined direction (e.g. left to right or bottom to top). This would give the illusion of progress and give the character more purpose (i.e. the character is going somewhere). Spitballing: Fast enemies may come up behind you, or you may fly through enemy strong holds with stationary weapons or maybe even shields that must be destroyed before progressing. If your ship is fast enough, you may be able to just dodge and fly past oncoming enemies.
Second, as someone who prefers strategy games, I would like the ship swapping to be more integral to the success of the game (or continuation in the case of an arcade style game). To start I would say, instead of your ship blowing up the moment you swap, it should just become an inert object maintaining its momentum. Again spitballing: If swapping was faster, you could swap into an asteroid, send it on a collision course with an enemy (to damage or distract them), and swap back to or into another vessel. Swapping into an asteroid may allow you to go undetected so long as you maintain the original trajectory (As long as you don't touch the controls, maybe it would just continue on its original trajectory). Likewise, you could do the same with an enemy ship, though it should probably be discovered after a short period.
Third, again as someone who prefers strategy games, I think it would be fun if the ships had more capabilities. Spitballing: One might have no weapons, but a hyper-drive that allows it to jump wherever you click (probably with a short cool down in between jumps). A command ship, which doesn't have weapons, but can command all ships in the vicinity to attack a particular target (If you can swap without being detected for a short time, you could swap in and target an enemy vessel or two before detection).
Fourth, well that's all that comes to mind at the moment. These suggestions are major changes, and that doesn't mean your game isn't fun as is (because it is), but you asked for some ideas... These ideas may make the game more fun for me, but awful for you and everyone else (assuming they make the game more fun at all). So I won't be upset or disappointed at all if you don't like these ideas or if you just want to go in a different direction.
The first idea really just sounds like a SHMUP to me, which I'm not particularly fond of. I like the idea of the player having to deal with all the danger that comes at them instead of avoiding, though as many have mentioned, I should have at least make the playarea grow larger.
I'd like maze like levels where you have to find a core of a ship and destroy it or steal something etc. The hijacking could tie into that with some ship-specific gates etc, but I'm smelling scope-creep.
For the second one, there's a lot of cool ideas, but most of them don't gel with my current vision for the postjam version. I wanted the hijacking to be a last resort thing, though I could imagine this could be a really cool game. I'm not sure would I go around implementing the detection mechanic without it being too finicky. Pretty sure there're ways, I can't just think of any...
As for the third, you can be sure I wanted more ships, but you know how it's with time in jams and all that :laughing: I have an unused sprite for a glass-cannon ship with a massive laser that didn't make and the shielded ship is a taste of what I wanted to do with other ships (though that one is kinda unbalanced and boring I gotta say).
The commander ships sound particularly cool to me. I might repurpose that into a ship that gathers small asteroids in a ring around it to use them as a shield and later ships (/bosses) could actually command small ships. I'll play around with that.
Also, I had several issues with slowdowns and controls playing HTML version, and I had really much fun with the desktop version.
Very nicely exectued and addictive arcade game overall!
Cheers!
I haven't tested the WebGL build on many devices, so framedrops are possible, though I haven't encountered that. Could You share your HW specs and what browser you were using?