SpaceOut by Lou Bagel

In a distant future Earth becomes fully populated and humans have to be sent to space to create a new civilisation. While things start out well the galaxy starts to implode on itself causing the population to "run out of space". The emergency pods are deployed. Now it's up to you to save the human race.

Save Space Men:

And return them safely to base via the portal brick:

Returning them gets you points and money...money to upgrade your ships!
The Team - Lou Bagel, Dev, Twitter, Itch.io, Ludum Dare - PixelShorts, Art, Twitter, Itch.io, Ludum Dare - PowLow_Paolo, Art, Twitter, Itch.io, Ludum Dare - Scowsh, Music & SFX, Twitter, Itch.io, Ludum Dare

| HTML5 (web) | https://bagelshorts.itch.io/spaceout |
| Original URL | https://ldjam.com/events/ludum-dare/42/spaceout |
Ratings
| Overall | 93th | 3.962⭐ | 54🧑⚖️ |
| Fun | 43th | 4.009⭐ | 55🧑⚖️ |
| Innovation | 135th | 3.764⭐ | 55🧑⚖️ |
| Theme | 509th | 3.594⭐ | 55🧑⚖️ |
| Graphics | 304th | 3.868⭐ | 55🧑⚖️ |
| Audio | 111th | 3.827⭐ | 54🧑⚖️ |
| Humor | 492th | 2.789⭐ | 47🧑⚖️ |
| Mood | 255th | 3.521⭐ | 49🧑⚖️ |
| Given | 51🗳️ | 41🗨️ |
Thanks for the comment!
Yes, it is usually pretty easy to stay in the same spot and survive, but maybe you are missing out on rescuing the space men and returning via the portal?
We kind of ran out of time before adding those tips somewhere in game and only came up with very short instructions screen.
More details on that mechanic here: https://ldjam.com/events/ludum-dare/42/spaceout/spaceout-core-mechanic-1-rescue-space-men-1
This is one of the aspects that really divides board games and video games. If I play a new board game, I expect to have to "learn the game". It is OK if it is somewhat abstract: I'm sitting there moving around the pieces and talking about it with friends. But as a video game player, I want to go in mashing buttons and seeing stuff happen - and if it's going to require training, it has to be something I believe is worth the effort to learn, which leads to themes and scenarios that support the learning process, and in-game behaviors that cohere with what I know about the world.
That doesn't mean "an abstract video game is not allowed" - just that the abstraction is very immediate and convenient for discussing what the scenario is about. Things like "lives" and "hit points" make scenarios with frequent damage and death easier to grasp, for example. Ball and paddle games make sense because they look like the physics they represent. And so on.
When you have a game like this that mashes up genres and ends up being crammed full of rules that are basically only there to serve the game on the level of "interesting decisions"(which the game is good at - I can tell because it provoked my deep-think habit of chewing my fingers), either the player is eased into it really slowly(which has the common downside of "the game is boring, who cares if it gets better") or they will leave remarks like "I am so confused, my brain hurts now". It's often a lose/lose, even if you have things tuned and tutorialized such that they are clearly capable of playing the game successfully without understanding it.
But if you get the scenario elements to align well, they will either get it immediately, or feel like it was obvious all along and they are merely incompetent, or remain blissfully ignorant. And all three are OK. They're playing and having fun.
Tight controls and different ship attributes make each playthrough delightful.
Parts of the soundtrack reminded me of classic DOOM games, which was awesome!
Maybe the laser cooldown was a little too harsh : you can often break bricks with your balls (heh.), but not get the spacemen out of their capsules due to the laser being on cooldown.
I needed the explanations provided via GIFs, would've been neat to include that in the game so it could work better on its own. But still - this game was great fun!
Yeah, you lose the upgrades when rebuilding a ship. It seemed logical...and we also like to be mean :)