Space Cargo by Apples_mmmmmmmm
Fly from planet to planet, buying and selling items for profit! Amass as many credits as possible before inevitably running out of fuel!
Controls:
-Click on planets to move between them, assuming you have enough fuel.
-Moving to a new planet shows the planets goods.
-Click on items in the buy list to add them to your cargo, assuming you have the space and credits to do so.
-Click on items in the sell list to sell them from your inventory, amassing more credits, assuming you have the cargo on your ship.
-Hit the escape key to pause/un-pause the game.



(I am unable to test the macOS, and Linux versions, so if there are any issues in running them I apologize.)
Changelog:
-Fixed sell message to output correct message. (4:36pm, 8/12/2018)
-Fixed sell button that had an incorrect index reference. (4:38pm, 8/12/2018)
-Fixed buttons which had incorrect click zones. (At least AFAIK) (5:12pm, 8/12/2018)
-Fixed UI clickthrough.
Known Bugs:
-
Post LD version: https://github.com/JackWesleyNelson/SpaceCargo
Ratings
| Overall | 543th | 3.08⭐ | 27🧑⚖️ |
| Fun | 595th | 2.75⭐ | 26🧑⚖️ |
| Innovation | 457th | 3⭐ | 26🧑⚖️ |
| Theme | 670th | 2.62⭐ | 27🧑⚖️ |
| Graphics | 656th | 2.313⭐ | 26🧑⚖️ |
| Audio | 455th | 2.63⭐ | 25🧑⚖️ |
| Mood | 456th | 2.727⭐ | 24🧑⚖️ |
| Given | 19🗳️ | 25🗨️ |
@mrjorts Thanks for playing! Unfortunately, goods generated for each planet right now don't have color (or any other attribute) association. Currently they randomly select five items to buy, and five items to sell at random from a list of 27 items (9 in each category, split by thirds into each quality). Items that are bought, or sold, are then replaced with a randomly selected item once again. Since I didn't have the time to flesh out a more complex system, it's completely possible for a planet to be both selling an item, and buying the same item (or even multiples or said item). It's also possible, though very unlikely, that no planets will be buying a specific item. I didn't want players to be discouraged by longer load times, so I kept the planet generation down to around 90 planets and then world wraps (or galaxy wraps in this case). So, while you might get unlucky right with the current setup, it's quite unlikely that you wouldn't be able to accomplish anything given the initial fuel reserves. While the game loop certainly isn't optimal, I'm glad you found it fun nonetheless.
Now I did find some interesting thing. It seems that everything is generated on the fly, and sometimes within the same planet you can buy and sell the same item and make free money out of it. I ended up making quite a bit by being a bit lucky.
I wish this game went a bit further in keeping track of what planets offer and demand to create a real space economy. This could be really awesome!
Great job
Buying fuel is not an option with the current version of the game. If I had the time, I intended on adding fuel/upgrade stations that allow you to increase speed, and fuel capacity (which would then start as a much smaller capacity) by changing the parts on your ship as well as refuel at these stations. To make these feel meaningful, I also wanted to check against what planets have been visited so you could see their goods from a distance if you had already been there, slowly exploring the galaxy and upgrading your ship while earning credits. Obviously I didn't have the time to implement these, so I decided to go a bit more arcade-y with an eventual loss state that was focused around gaining credits.
@jared-york Thanks for playing and the feedback! That bug has already been logged, just not fixed yet, but thanks for letting me know regardless!
@lavinski @smithy Thanks for playing!
As well UI could use improvement. It was hard to tell the difference between sections at a quick glance. Using just simple colors would massively help. As well it would be cool if items were color coded by type.
Final thing would be hints at trade potential. Maybe either by default or through interaction with NPCs. This would also be cool if combined with AI ships fly between planets. That way a player can visually see trade interaction possibilities.
I'm quite surprised it takes a while to load..
Optional Suggestion:
- For Buy/Sell Cargo, color-code items: green (you have in stock and for sale/profitable), red/dark-grey (you don't have them available in stock)
- Zoom in/out planet-system (eg. Ascendancy)
- Option for player to control-time (eg. SimCity): Freeze, Slow..Fast
- Each ship orbit may change the planet's trade-able demands
- I've read from comments that refuel wasn't possible.. looking forward to see a post-jam release.
For its time constraints, a nice minimal-esque space trader :dizzy: