Space Warehouse by meatpudding

The Warehouse at the End of the Universe
"We have space, in space!"
Play in browser!
Play on mobile (touch enabled)!
Update (WIP)
Post-Jam currently-being-updated work-in-progress preview

Asteroids can destroy your platform. Look out!
Watch out for a visit from the Empire.
The Empire`s goods can`t be sold.
...but they can be jettisoned as space junk.
Game ends if your platform is completely destroyed.
| Source Code | https://github.com/jnmaloney/LD42 |
| HTML5 (web) | https://jnmaloney.itch.io/ld42 |
| Original URL | https://ldjam.com/events/ludum-dare/42/space-warehouse |
Ratings
| Overall | 237th | 3.573⭐ | 64🧑⚖️ |
| Fun | 300th | 3.355⭐ | 64🧑⚖️ |
| Innovation | 167th | 3.556⭐ | 64🧑⚖️ |
| Theme | 69th | 4.183⭐ | 65🧑⚖️ |
| Graphics | 454th | 3.024⭐ | 65🧑⚖️ |
| Audio | 279th | 3.092⭐ | 62🧑⚖️ |
| Humor | 309th | 2.5⭐ | 57🧑⚖️ |
| Mood | 200th | 3.288⭐ | 61🧑⚖️ |
| Given | 58🗳️ | 52🗨️ |
I really liked the music.
The empire don't forgives...
The music is a little repetitive but in overall the game is a good challenge
https://tsjo.st/r/ld42/
The controls were a bit awkward. I think this would be a better game in 2D to be honest, or at least move the perspective to top-down. Some UI elements could be bigger too, it took me a little while to even notice the junk option.
I could also see other events and defending/upgrading your platform becoming a thing. It did feel a little bit too easy, and not having an end goal eventually got me to stop playing.
The audio fit really nice, and the graphics while simple were very effective.
Also why do people need so many buckets in space?
Great entry!
Some thoughts:
Needs some balancing on the supply and demand. First time should have a more intuitive flow. For example, I got no beams (no supply) and for three times in a row ships were buying only beams. A "shuffle bag" instead of just random should sort that out! Same to avoid three federation ships in a row (it happened, and man it was crazy but got to stuff everything inside not throwing anything away!). I know you can just keep skipping but with a steeper management progression, inflation, or more asteroid floor destruction, I imagine it would be problematic.
The "Buying ****" box is pretty hidden, it should have some visual feedback on it as soon as the ship docks (I didn't see it at all the first 5 minutes)
I more often couldn't fit for sell into the ships than running out of space myself, but when I do (broke ship) it has a great dynamic of throwing things to junk losing their value, buying something from the ship in order to at least recoup selling what's asked. Although it gets impossible to fit big C/H if I ran out of cash (and grinding buckets is no fun).
The forced stop in progress by the federation ships works great! Trade off delay for loads of cash. I was afraid there was going to be some penalty if I throw those to space junk, luckily it didn't.
Good music, very fitting (it gets on your nerves eventually thou)
Great job!!!
I wonder if the RNG element could be toned down a bit. I found myself restarting quite a bit because I ran out of money and couldn't sell anything because their platform was full. I wonder if the Empire items would have a text box when you hover the mouse over them to let you know they're empire goods that can't be sold? I knew empire goods couldn't be sold based off the tutorial, but I wasn't sure what they looked like.
Pretty clever game idea though!
Fuck the empire... But hey at least they are paying you.
This is a very engaging game. I started playing yesterday night but I had to put it down since I was running out of battery on my phone and I didn't want to lose progress. Then I woke up today and playing haha.
This is more of a management game than a "Running out of space"one, which is cool, since I enjoy these (is still fills the theme perfectly). I never had the feeling I was short on storage space, but maybe that was me playing it too safe.
I enjoyed every part of it, and I can see you felt the need to introduce some mechanics to make it more challenging (the empire specially). Meteors are also cool, and the combination of both prevented me from selling a big H a couple of times. It was a good decision.
The design is solid and the execution is pretty nice. Everything comes together quite nicely, since I found myself addicted to it very soon.
Took me a bit to figure out how it works, cause I thought I could only buy what was indicated in the top-left box at the beginning, but the it all made sense.
Oh, btw it also took me around an hour to realize I could rotate objects by holding and touching again, whoops.
I believe if you improve the visuals to make it shiny and bloomy it could really be well received as a mobile game.
In the end I had to stop myself and decided to quit after I reached 1000 clams.
Congratulations, this is a great game!
For further development, you could consider making the management system more complex.
P.S. My game is also compiled with emscripten :) (but it is written in rust)
Lovely and peaceful game. Would've liked more goals in the form of story, upgrades or anything. If you get up to something like in the screenshot, it gets a bit boring. However everything else is great.
I found it really addictive but I think some points could be improved:
- It too easy IMO
- If you don't buy anything you have just to deal with empire stuff (as you can't sell them to gain space)
- There is too much repair ship, I've never broken more than 1 part of the platform
Good point for the concept, idea and realisation. It's a really addictive game and the music is clearly in harmony with it :)
Great work !!
Do I have to buy anything or I can just skip all the ships? :)