Weltraum by JLV
Weltraum is a visual novel where you must perform SPACE-based actions in order to progress through the story.
Welcome to a world where nuclear fusion powers the world, at the cost of the freedom of mankind's last slaves...

Controls : Mouse left-click to advance the story, Spacebar when prompted. If you don't abide to your orders, it's game over !
Post-jam fixes :
14/08/2018 - 04:51 : Sound bug fix
| Windows | https://jlv.itch.io/weltraum |
| macOS | https://jlv.itch.io/weltraum |
| Linux | https://jlv.itch.io/weltraum |
| HTML5 (web) | https://jlv.itch.io/weltraum |
| Original URL | https://ldjam.com/events/ludum-dare/42/weltraum-1 |
Ratings
| Overall | 789th | 3.209⭐ | 76🧑⚖️ |
| Fun | 1141th | 2.568⭐ | 75🧑⚖️ |
| Innovation | 607th | 3.158⭐ | 75🧑⚖️ |
| Theme | 909th | 3.075⭐ | 75🧑⚖️ |
| Graphics | 765th | 3.173⭐ | 77🧑⚖️ |
| Audio | 209th | 3.582⭐ | 75🧑⚖️ |
| Humor | 509th | 2.754⭐ | 67🧑⚖️ |
| Mood | 169th | 3.688⭐ | 74🧑⚖️ |
| Given | 70🗳️ | 100🗨️ |
@wiredoverload @max6333 Thanks for the report, it's fixed now, as indicated on our submission. I hope small bug fixes like these are within the allowed post-jam modifications...
Thank you all for playing !
I like the fact that 75 and 42 have so completely different voice styles, but was a bit disappointed to see that all the other characters have the same voice style as 75. Just one more voice style would have been fine, the different antagonists can all have the same voice; but the same voice as our avatar? That just feels weird.
Try our game too, maybe you'll like it)
@gelisam It is indeed a shame that we didn't have enough time left to make some other voices... At first I really wanted to voice everything, including the 'baddies', except 75 (if you played it, you probably understand why by now), but due to lack of time and decent material, we barely made it with finishing 42.. Definitely something we'll work harder on in the future! Thanks for the feedback & for playing (twice! ;) )
@raccoon-js Thank you so much! Glad you enjoyed it!
@kajetan-andrzejak I gotta admit, voicing a pixel art character was risky... But we thought it could really add something interesting, so we went for it. Again, real shame that we missed out on doing the vilains voices. That's also maybe why 42's voicing can feel off.. she being the only one who talks and all the other characters having the same voices.. But it's awesome to hear that you enjoyed it that much for the rest! Thank you for the feedback
I enjoyed the interactivity you do get, besides proceeding through the story. I think the voice acting is the most effective part of the game. There's good changes in dynamics and tone with the voice depending on the situation the character is in. The only thing that bothered me was that there was sometimes noticeable background noise or static when the voice played. But the overall voice acting was well done.
I do agree that it would have been great if 75 also had at least a different sound effect from the overseers (since it is addressed that 75 cannot speak, if I recall). And voices for the higher-ups would have been awesome. I guess the only thing missing for me was more background noise or ambiance. I loved the mood set by the pixel art colours, and the piano at the end was fitting enough, but there could have been way more sounds or ambiance during other parts, especially the ship chase scenes.
The story itself was pretty engaging, and I did laugh when I finally got how this connected to the theme. Nice work. :)
@josehzz Glad you loved it ! We know that mechanic is tedious, some of our friends even did ragequit after losing the game, so thanks for being on the determined side !
@superqgs Yup, credits to @ignf !
But besides the stuff I think you should've done, everything you guys put into the game was well polished and seemed to have a lot of effort put into it. Good job.
The story started really great, the voice was a nice addition and 75 being on the cocky funny side adds a lot.
The whole 'executives' being the bad guys was too much 1:1 in my opinion, but what do I know.
I enjoyed it, good luck.
The storytelling suffers from being mostly exposition. Almost all of the time is spent on building up the world, leaving nothing for knowing who these characters are and giving them opportunities to connect with the audience emotionally. This is a problem related to the work being short, but it's often encountered in science fiction and fantasy stories just because those settings allow the author to spend so much time going into details about weird alien races and magical gadgetry. Excessive exposition also frequently appears in games, not necessarily because it's hard to portray meaningful character interaction, but because the premise of most games means that they always have to spend their story time setting the stage for another combat scenario: "the bad guys are coming! see, they're really bad, they just kicked a puppy. better pick up a gun and trade witty banter with your AI buddy" and when you are telling that kind of story, it doesn't have to build up to anything in particular, because the rest of the gameplay will take over the experience - worrying about your health and ammo and feeling triumphant when you win and so on.
One of the appealing things about aiming for a visual novel kind of aesthetic is that you don't have to go for the combat scenarios. But if you put a giant robot in, then combat is expected as part of the genre(I tried doing a giant robot game once and learned that partway through). And then if you extrapolate from that to "ok, we'll add interactions that make for satisfying combat" you end up with some kind of strategy or action game. It takes some careful work to find a good mix of themes/scenario/interactive parts and make it all work together.
@amba Entering a game so close to the visual novel genre is a risk to take.. the opinions can somewhat diverge and become controversial on the topic. And there's nothing wrong with that, but it is great to hear you were on the side who did enjoy it! :)
@random-storykeeper Thank you for your feedback! It's truly amazing to hear you enjoyed the voice performance. Of course, you're absolutly right to point out that the audio does have imperfections regarding some background noise/static. We unforunately did not have access to a proper studio and I'm certainly no professional when it comes to sound editing. There's indeed still quite a lot to improve, and I agree that some more sound ambiance could definitely be something worth adding. Again, the lack of time required sacrifices and this was one of them..
You're not the only one who's feeling a bit dissapointed when it comes to having not that much interactivity, and that is totally understandable. Good thing you enjoyed it nevertheless. Perhaps we'll try something different next time?
@shellbot, @superqgs Thanks!!
@unitedfailures Maybe a timer could be an interesting idea, but we thought of adding this possibility of 'losing' as a sort of "oh, would you look at that, you can actually die"- kind of 'surprise'.
Thanks for your encouraging words! Glad to hear you enjoyed it anyway
Good luck🍀
Only one thing : It's a bit long to go back where we lost, maybe a checkpoint at the last SPACE-attack instead of restart the entire game ?
But really good job ! And a really good voice acting !
@lu7cie Glad you enjoyed it ! To be honest, this game mechanic was kind of a last-minute addition linked to the "running out of space" joke, and it made me lose my temper more than once when playtesting the thing, so I'm still amazed people find it in themselves to keep going after running out of space. However, it's a design choice we'll have to live with for now; we'll probably implement a skip feature after the results ;)
@alej Thanks for your feedback ! Haha no political/social intent here, I just needed a cast of one-dimensional vilains "rankable" in a hierarchy, and in a power plant, the guys in charge are the first one that came to mind. No hard feelings against executive boards though.
Your first commentary about exposition is absolutely on point. I realize now, once everything is said and done, that without @ignf's voice contribution, the whole script would have been unreadable, due to the amount of exposition written in order to obtain somewhat meaningful combat scenes. What I would like to try out in a further LD entry is to use both visual communication and familiar context, in order to explain most of the setting with the first background and remain within the "relatable" realm without having to spend 5 minutes spouting world facts.
Your second point about the appeal of non-violent visual novels and the contradiction brought about by the presence a giant robot also hits home. However, that is something mostly due to my own gaming experience, my favorite visual novels being relatively combat-centered and, inversely, my favorite robot shows being the ones where character development is in the foreground compared to combat. I strongly believe that the "flow" of a VN, induced by the left click interaction, can be used in order to significantly improve action scenes and tell them in a unique way (although I'm nowhere near that point). But hey, objectively speaking, none of that makes much sense, as I also think players'expectations are the way you described them.
I feel like there could be more focus on the characters. Then again, making a visual novel in 3 days is in itself an achievement, and making deep interesting characters takes probably way longer than that.
Another thing that, once again, probably was difficult to squeeze into 3 days of developement, was to add some choices so that the player feels like his/her actions matter(ex: what if space power could be used for more thing and you had not enough space power to do every actions so you would've to choose what actions you were going to take and it would change the ending)
Then again, that's something that wasn't necessarily doable in such a short notice, because it crossed my mind when playing the game.
Anyway, there was a good amount of work here and it showed ! Keep it up ^^
Neat Concept!
42!!!
*Riveting stuff!*
It is a visual novel, as in there is text and there are pictures. Technically you also have interactivity, but it just comes down to pressing a different button sometimes to advance the dialog. Pressing the wrong button puts you back to the very beginning which is not an interesting consequence for failing and additionally wastes the user's time!
Here's a thought experiment I like to try whenever reading an interactive story: would printing it out on paper change the story structure in any way? In this case the answer is a disappointing and resounding **no**.
Here's what I look for in interactive storytelling, *for what that's worth*:
- Some choices, no fake choices (where the choice has absolutely no affect on anything, immediately or eventually)
- At least one high impact consequence (branches the story, usually near the end)
- Some random or otherwise indeterministic events (restarting from the beginning stays interesting as do future situations)
- Alternatively, saving and loading from any point (reduces re-reading the same parts over and over again)
Now, of course, some say:
> A visual novel running on a computer doesn't need to be interactive!
At which point I reply:
> Why bother with a computer then? Make an animation (as in, a video) or write a novel (with pictures) or a graphic novel (lovely these near identical terms, eh?) instead!
I don't find clicking (or tapping) a screen to be that different from turning a page, except that there usually is a lot more clicking involved, which is distracting more than anything. Then again, I don't read many (non-interactive) visual novels for reasons already revealed.
The jam had a tight deadline and I don't exactly know your original design intentions apart from the few comments, so... I'll refrain from rating this time.
Self-justification aside, I really love these four bullets of yours ; these will be of great help for our next try, when we will finally try to design a proper video *game*. (Sorry for the SPACE-fail mechanic, we were truly desperate to make our novel somewhat interactive). Regarding our intentions, you were mostly on point ; we did not aim for any of the first three bullets, the last one being indeed one of the possible post-jam improvements (and the only way to redeem our glorious mechanic).
Once more, thank you for answering my request and providing us with your structured feedback !
visual-novels.. Until I noticed that you need to pay attention of the 'space' action prompt..
Good touch of adding Voice & Music to the visual novel.
I got caught off-guard to think that hitting space would be a quick-time event..
Instead this advance the context of the story by hitting space has done its purpose for this theme..:ok_hand:
It's a definite First to see in the wild a HTML5 build of a Visual Novel Game made in Godot! :thumbsup: