Star Power by Simon Millard

Star Power: A turn-based card game with physics and lasers!
Your star ship is stranded in the middle of a dense asteroid field. Systems have gone haywire, and your power core is leaking!
OBJECTIVE: Escape the asteroid field before you run out of power. * If you get hit your power will drain faster. * Pick up power-ups to restore power.
CONTROLS:
- Select actions to use/discard at the bottom of the screen:
- Left-click (green) = "use" (costs power).
- Right-click (red) = "discard".
- Press the ENGAGE button to execute the actions you marked as "use" (green).
HINTS: * Music and/or sound can be turned off from the Menu (top right corner). * After each round the bottom panel will refill with new actions, replacing the ones you used/discarded. * Try to keep the power drain as low as possible, to avoid losing big chunks of power at the end of a round (current power drain is displayed on the power bar, right side of the screen). * Remember to discard actions (right click) which you don't think you are going to need any time soon. * Some actions are rarer than others (e.g. Auto Repair). Consider holding on to those a bit longer. * Avoid asteroids, and especially enemy drones, which attack you! Enemy drones can be destroyed with one laser shot. * Remember to save a Stabilizer action for when you are traveling at high speed - or to prevent knock back from enemy fire or asteroid collisions. * Don't shoot the power-ups! They give you a large power boost when you collide with them. * You start right in the center of the asteroid field, and you can fly any direction you want to escape.
| HTML5 (web) | http://frostwolfstudios.com/starpower/ |
| Source code | http://frostwolfstudios.com/starpowersource/RunningOutOfPower.zip |
| Original URL | https://ldjam.com/events/ludum-dare/39/star-power-1 |
Ratings
| Overall | 320th | 3.341⭐ | 46🧑⚖️ |
| Fun | 311th | 3.205⭐ | 46🧑⚖️ |
| Innovation | 61th | 3.864⭐ | 46🧑⚖️ |
| Theme | 93th | 3.955⭐ | 46🧑⚖️ |
| Graphics | 387th | 3.068⭐ | 46🧑⚖️ |
| Audio | 350th | 2.75⭐ | 46🧑⚖️ |
| Humor | 420th | 1.947⭐ | 40🧑⚖️ |
| Mood | 424th | 2.744⭐ | 45🧑⚖️ |
| Given | 42🗳️ | 43🗨️ |
Otherwise, it's a nice concept. Following this.
I would prefer it if the boost card had more thrust and the enemy turrets moved you less.
To be honest, The game was at its most fun when you selected everything just to see what would happen.
I couldn't understand the order in which cards are played in a turn and it seems to me that they all do it at the same time.
This game has a lot of potential. Congratulations!
@hhsaez: the cards do in fact all execute at the same time. I thought about adding an execution order or something like that, but didn't have time to really test how that would work or how to show the order to the player.
@geeitsomelaldy: in most cases it's actually possible to recover even if you messed up early, because you can repair power drain and refill your power by collecting power ups. However, it's true that the game is quite slow.
@skyr: I was hesitant to set the boost (forward and turns) too high, because once the player presses ENGAGE he/she has no control, and I felt it was important to be able to make small delicate maneuvers to navigate the asteroid field. Having two different forward boost actions might have been a good solution; one with a small boost and one with a large boost. The enemy turrets might indeed be a bit too deadly; if you get too close to them having a Stabilizer card ready is a must, but avoiding them entirely or shooting them from afar is often the best strategy. They were the last thing I added to the game, in order to spice it up a bit, so I didn't have much time to fine-tune them unfortunately :)
** Graphics **: I generally like the style of your game it certaintly fits it, if you keep working on maybe you can change the power ui to something more fitting to the theme (maybe even but it on the rocket itself? :D)
** Sound **: The sound effects were really well executed :) also i like the simplistic sound of your game, but it gets a bit repetitive after some time^^
** Gameplay **: That's really an interesting concept you managed to create there :) i really liked the concept of managing my power against my target and moving around the asteroids, which wasn't always easy :D
** Overall **: Really great result for the limited time of the compo you can be proud of yourself :)
I spent very little time on the music, and I think that is probably the weakest part of the game; as you say it is way too repetitive. However, I spent a fare amount of time getting the sound effects right, so I'm glad you liked those :)
The "flying a starship with thrusters and asteriods" games tend to be hard to control already, and they require a lot of fine tuning from the part of the player. Making it turn based removes the player's ability of fine-tuning.
The turn-based card-like model you're using could give the player a lot of flexibility via a wide variety of cards. These could be used to counter-act the fact that the player hast lost their fine-tuning ability. For example,
- Abilities to counteract the player's poor positioning abilities, such as attractive and repelling magnets to attract or repel both power-ups and asteroids.
- Different types of attacks. Stronger, weaker but with more knockback, with piercing abilities, AOEs, homing, etc. They'd be balanced by power used.
- Fine-tuning abilities like "rotate 45 degrees". Effectively the result of a short burst in oue direction, then a short burst in the other. Or a "sidestep", etc.
- It is very easy to ram into asteroids. It is not a good idea to do so. But maybe a rare card could give you the opportunity to "shiled you" for the next 2 seconds. Similarly a rare card could give you a reflector.
Also, you could increase the ways the player uses their cards; e.g. having only one "turning" card but being able to chose the direction, choosing how powerful a forward thruster card is, etc. You could balance each card's different uses by changing the power price.
The cool thing about card game mash-ups is that you can add loads of crazy abilities without having to assign a keyboard key to each one.
In general, I'd say this game is as impressive implementation of a genre mash-up I had no idea could work. It shows there was a lot of work done just to get the basics going, and you still managed to do it in such a short amount of time. Great job!
A space shooter/card game... What a nice and original piece of work.
Liked the sounds, I think they all fit well with the game, as well as the sprites.
The UI is very good too as well as the mechanics envolved in the movements.
No down-sides for me, maybe there's some features that could be implemented as well, but the way the game is right now, for me is very good.
Can't wait to see what you will present to us next Ludum Dare.
Keep Coding! :wink:
It´s always impressive to see games with a gameplay apart from platformer etc..
Liked especially the combination of cards and physics.
It is really hard to estimate how your ship will fly, but there is a good learning curve.
Graphics and sounds also score.
@Incobalt: I thought about that too (that in space there is no drag/resistance). At first I tried without any drag, but controlling the ship was nearly impossible. Control became much easier when I added some drag, so I decided to go with good game-play over "reality". I was also sort of imagining that the spaceship probably has some built-in systems which help slow it down so it doesn't just drift around forever (but that isn't explained in the game of course). I can imagine it's a bit annoying if you never get the cards you need of course. I can recommend discarding all your unwanted cards every turn, to increase the chance of drawing what you need. Actually "boost forward" is the card with the highest draw chance, so I guess you got a bit unlucky!
Thanks everyone for the excellent feedback! :)
There are a couple of things which I think would be nice additions.
- First I think it would be nice to see a visual indication of your current velocity (e.g. where you would end up if you didn't do anything this turn or something like that).
- It's a little bit tricky to aim the phasers, so it would be nice if they honed in on objects very slightly.
- It would be really cool if there was some sort of a deck building element to the game. Maybe your crew member's could level up which could give you the option of picking new cards to add to your deck? Idk.
Other than that, a really cool game :).
@wh05herlock: I like your ideas! Showing the velocity would require some experimentation, but I think it would be a very nice addition. The lasers system can definitely be improved, with different types of weapons and such, perhaps a rapid fire / spread attack, or as you say a homing attack. A deck building element would be awesome. It was a bit out of scope for 48 hours, but it would be a very nice addition for the future :)
The game is maybe a little bit hard and slow, but you got really well with the LD theme. Good job !
One easy way to improve is to perhaps add more variety to the cards? You have the concept done now, you can add so much more by adding more things on top of this current card game.
Good job!!