Away Team by Joe Miller
Welcome to Away Team!
Away Team is a resource and squad management simulation game where your goal is to get home. Your ship is stranded 4 jumps from home and each jump takes a certain amount of power and time to charge. You can send an away team on resource gathering missions to nearby asteroids, abandoned ships, and more. You can convert supplies into power and once the jump is charged, make your way home!
Click on your ship in the middle to spend supplies to level your crew, engines, or med bay. You can also convert supplies into power at the bottom. Clicking the advance time button will progress the away team mission, charge the jump drive, and heal onboard crew members.
Click on the surrounding destinations to send an away team to investigate and gather supplies. You can swap out crew members to try to meet recommended stats for bonuses. Injured personnel cannot be on the away team, and you only have 1 away team at a time.
Once the jump drive is charged, the power requirement is met, and the away team is back on board, you can jump to the next area. Be careful to keep enough power, it takes 10 per hour to keep the ship operating.
Known Bug - At the character swap menu on away missions, the "Start Mission" button is still active, behind the window, so if you're clicking on the bottom left or bottom right crew member, please make sure the mouse is not over where the "Start Mission" button is, or it breaks the ability to click on anything- forcing a hard restart. See picture for reference. You can tell if your mouse is hovering over the button behind the window by looking at the bottom edge of the button still visible, it has a white outline if the mouse is hovering. You can click on their button anywhere else in the frame safely, (middle, edge, top, bottom - all safe)





| Windows | https://doublesquare.itch.io/away-team |
| Original URL | https://ldjam.com/events/ludum-dare/39/away-team |
Ratings
| Overall | 443th | 3.107⭐ | 30🧑⚖️ |
| Fun | 401th | 3⭐ | 30🧑⚖️ |
| Innovation | 414th | 2.929⭐ | 30🧑⚖️ |
| Theme | 348th | 3.481⭐ | 29🧑⚖️ |
| Graphics | 528th | 2.643⭐ | 30🧑⚖️ |
| Audio | 217th | 3.143⭐ | 30🧑⚖️ |
| Humor | 417th | 1.962⭐ | 28🧑⚖️ |
| Mood | 341th | 2.926⭐ | 29🧑⚖️ |
| Given | 36🗳️ | 4🗨️ |
The text was quite hard for me to read (I don't have the best sight in the world, but black on gray doesn't mix that well for me T.T)
Easy to understand! I like the rpg way of your game.
The power bar slow every hour is good!
I finnalky return home :)
Good job on this game!
I found it a bit too texty though, maybe if the text have different colors it was better readable :D But still, the mechanics are fun
Now I can live with RNG, calculating chances is a big part of management. What I cannot live with is only having net loss actions, another big part of management is avoiding those.
In the second set of locations I ended up in a situation where each location took 4+ turns to explore, but the reward for each was on average less than 200 supplies. 4 turns costs 40 energy, 40 energy costs 200 supplies. Notice the problem?
You only had 48 hours to make this of course, so it would be unfair to expect loads of content, but the missions would be much more interesting were the any choices to make based on the team composition and the location type. For example: a rogue droid blocks the path? Fight it with small arms, blow it up (costs an explosive), sneak past, reprogram it, talk to it. Stuff like that.
Solid work overall. I simply have high hopes that's all.
Overall it has potential, but if you want to expand it I would make a lot more levels where individual components are introduced one at a time. That should hopefully make the menus a little less overwhelming and give people a better idea of what exactly is going on.