The Last Colony by hekst

The earth as we know it was destroyed. Scientists and engineers scrambled and built a mini "planet" to escape the end of man kind. However, due to its artificial nature, it is incapable of producing anything but some space. Scavengers are sent out to gather necessary resources for survival.
Your job as an Operator is simple. You operate the incoming cargo ships and lead them to their docking station. Considering the limited resources in this barely habitable artificial planet, you should be diligent about it.
Survival of the last colony of man kind at your fingers. Good luck.
Links
- Itch.Io (Mac) : https://hekst.itch.io/the-last-colony
- Web: https://itch.io/embed-upload/459042?color=333333
- Timelapse Video: https://vimeo.com/215784568
Controls

There are 4 docking stations and each one of them has their own keyboard key. Worry not. Control Keys are laid out on the Control Panel.
Station 1 (Top Left Station):
Thrust In: E
Thrust Out: Q
Dock: R
Station 2 (Bottom Left Station):
Thrust In: D
Thrust Out: A
Dock: F
Station 3 (Bottom Right Station):
Thrust In: J
Thrust Out: L
Dock: H
Station 4 (Top Right Station):
Thrust In: I
Thrust Out: P
Dock: U
Ratings
| Overall | 744th | 2.524⭐ | 23🧑⚖️ |
| Fun | 757th | 2.095⭐ | 23🧑⚖️ |
| Innovation | 235th | 3.429⭐ | 23🧑⚖️ |
| Theme | 360th | 3.476⭐ | 23🧑⚖️ |
| Graphics | 656th | 2.619⭐ | 23🧑⚖️ |
| Audio | 326th | 3.048⭐ | 23🧑⚖️ |
| Humor | 647th | 1.7⭐ | 22🧑⚖️ |
| Mood | 588th | 2.81⭐ | 23🧑⚖️ |
| Given | 21🗳️ | 25🗨️ |
- General game idea
- Sound effects
- Mechanics
- What i dislike:
- Controls. First recomendation, Dock Key between move keys (ie Q W E), Second recomendation station 3 and 4 Keys UIO and JKL (Below U was the J not the H)
Good entry!
The idea is interesting, and the mood works really well (interface style, colors, music, sounds...).
Mixing management and precision with the keyboard and with a quick loose condition is tough on the player. On a player like me anyway ! :wink:
I guess the game become much easier once you get the keyboard timings.
It's an interesting concept for a game as well, management with some precision presses and urgency. The music and art style worked well. I hadn't noticed the status bars at first, they definitely helped!
Good job!
There were some rough spots though, the 12 keys was overwhelming at the start. Even after I learned the basics I still was hitting the wrong keys, unfortunately. I wonder if there was some way to simplify the inputs.
Eventually I got the hang of it. First time I had four docked ships I thought I was doing well, but then I realized you have to undock them and get news ones coming in!
After I had that down too I was able to get to 53 days. I'm not sure if that's any good.
Tough controls and learning curve aside though, this was cool. The station's movement gave it a feeling like it really was in space, and the ambient sound and thrust sound were really great.
The mood was a cool mix of calm and panic!
Nice entry.
I killed everyone.
:-(
I like the mood, it is a bleak universe.
To me the bad point itrs the control. Many separate keys, I would put them together to easily change from station 1 and 4 to 2 and 3.
The art and sound are fine. Great mood. Good job!
* The game was so fast paced enough that I didn't feel I had time to every look away from the 'action' to check the UI and get information about how I was doing.
* As a consequence, it was not obvious when I had successfully docked, what the conditions were for docking, or even if the 'dock' keys did anything. When I did glance away from the action to look at the UI below, it didn't seem to tell me one way or the other.
* It was very difficult to get the ships to glide in safely rather than slamming into the station at full speed (maybe intentional?)
All of those really come down to an issue of speed: in the micro, the actual gameplay moves to fast, and in the macro, the difficulty ramps up too quickly for the player to effectively learn (this second one is a pretty common problem for non-trivial Jam games, in my experience).
Anyway, all those things being said, I do see a lot of promise here, it seems like this could grow into something really cool!
About whether you've docked or not. Erm,, yeah, I realized that my UI for 'docked' light on the control panel may not be as visible and was hoping sound effect will help. (The DOCKED key changes its color) No indicator on the station itself aside, players may not have had time to look at the control panel for such status.
To be honest, I intended this game to be difficult. The concept of having to control four ships with all different sets of controls come from the flash game Multitask (http://www.kongregate.com/games/icylime/multitask). What @pkenney described is exactly how I wanted people to feel :D I would say I needed to increase the difficulty slowly (starting with fewer stations available? generous amount of resources at the start?), show people to see what's around and how the controls are, then get to the current difficulty. This way, I would have implemented the game how I wanted to, and introduced the game better to players. Thank you for your feedback :)
I would also really have liked to have an orange warning on 0 in the container like there was for negative.
And finally, you could have the game support touch and you swipe in and out containers.
Aaand more finally, you could test auto-docking if velocity is low enough, game is hard/fun as it is without it.
But again, really good game.
What prevents this from working as a party game is that the resources drain to fast and difficult ramps up to quickly. There should be more room to realize how terrible your party is at doing this before obviously unavoidable "game over". A new set of players should at least get a few minutes on their first try, to learn the controls properly.
If it is meant to be a game you play with friends, keys will need to be switched around to allow multiple people to comfortably interact with the keys (unless you want some sort of twister scenario), but in that case, keeping track of one line of that UI element is probably much more manageable than keeping track of all the cargo spaces.