Limited Space by Vidinu
The largest star in the universe has exploded and our astronauts must escape as far as possible. Because of the explosion all the planets have reduced their size, don´t forget to get the resources that remain.
I don't sure if only add a online ranking for the scores breake the rules or not, so I keep the original LD game and I added another file in Itchio with a small bug fix and the online ranking
Links
Windows: https://mistcontinent.itch.io/limited-space
TWITTER: https://twitter.com/Mist_Continent
- TWITTER: https://twitter.com/Vidinu
- TWITTER: https://twitter.com/Black_Hikari
Fixed Bugs
- Only can landing 1 time in each planet
- Fixed the music if you lost and retry
- Prevent select a resources cell before put in her place all the cells
- Added the game icon to the EXE file (This is my mistake, not a bug)
Post Mortem Update V1.05
- A good tutorial
- Renewed system to move the crew
- Buttons to change the speed of the game
- Now fuel has effect!
- The shots of the spaceship look better
- Improved spacecraft HP and crew HP HUD
- Fixed some minor bugs
| Original URL | https://ldjam.com/events/ludum-dare/38/limited-space |
Ratings
| Overall | 435th | 3.29⭐ | 64🧑⚖️ |
| Fun | 424th | 3.082⭐ | 63🧑⚖️ |
| Innovation | 204th | 3.492⭐ | 63🧑⚖️ |
| Theme | 504th | 3.197⭐ | 63🧑⚖️ |
| Graphics | 421th | 3.41⭐ | 63🧑⚖️ |
| Audio | 271th | 3.241⭐ | 60🧑⚖️ |
| Mood | 420th | 3.169⭐ | 61🧑⚖️ |
| Given | 53🗳️ | 86🗨️ |
I did't get te goal of the game. Time runs out when I'm on the planet, but increase when i'm flying???
Graphics were good, music was good, gameplay was good, small world concept was hit - everything was well done!
1380 high score, probably not good but hey!
The music got a bit repetitive, but it really fit the game! There were some small bugs in moving the crew to the tiles, but I liked the concept a lot!
A couple of bits of constructive feedback:
- It wasn't immediately clear what the resources were or what they did. I would have really appreciated some tooltip text when mousing over the various UI elements. The text could then also be written in such a way as to flesh out the world and tell the story a bit at a time.
- In a similar vein, it might be good to be a bit more descriptive with the text on the game over screen, so the player knows why they died. Could also be a good opportunity for world building!
- I don't think running out of time while on a planet should be a fail state. In my opinion it would make more sense just to dump you back into space? That might keep game flow going and allow players to make mistakes and learn the resource gathering mechanics without getting punished with a restart? I dunno. Just a thought.
Overall a strong entry though! Enjoyable, quirky and unique :)
```
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object o_cell:
Variable o_cell.tem_pop(100005, -2147483648) not set before reading it.
at gml_Script_scr_crew_to_cell
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_scr_crew_to_cell (line 0)
gml_Object_o_cell_Step_0
```
I love the combination of a classic space invaders with some resource strategy elements. It feels like the tile based planets don't really have a purpose though, because you can just put any number of astronauts anywhere. Maybe some additional constraints could make this more interesting. All in all, this is one of my favorite games so far. Very well done guys! :thumbsup:
That timer, what is it for? The timer is completely arbitrary and unnecessary. You already have 4 resources to limit the time flying in space and gathering resources on land. Here's my suggestion.
Traveling in space doesn't consume a lot of food or water, as most/all people are in hibernation, but flying consumes fuel and shooting consumes metal. If you run out of fuel the ship will just keep drifting forward until it hits an asteroid and blows up or hits land, a last chance for the crew to collect resources.
Being on land consumes food and water for each working astronaut. Idle astronauts consume no resources at all. This gets rid of the annoyance of having to quickly order the workers to their posts if the resources started draining the moment you land.
With these modifications choosing when to land and when to fly is a much more natural and compelling decision, me thinks. More asteroid and junk floating in space would also add to the risk/challenge of flying, consume more ammo making metal collection more pertinent and just make the whole thing more fun and thematic (in relation to your own *the sun has exploded* idea, that is)
So, good work on putting it together. Some more design and play-testing would have helped.
Maybe with more interaction in the planets it could be more a "two-games-in-one". I could imagine many other things, like buying things with the resources, but I know we have not too many time to do all that, any way, it means that the game dynamics it is very interesting, congratulations!
(I am in third position!)
Some people said it before, but I also fell like a mouseover text giving a little more explonation on some ressources (what is the purpose of the sand/rock one ?) and the health bars (the one on the left drains when I'm out of water and food, but I don't get the right one).
I liked the fact that some key ressources aren't available on all planets, and that some planets are ressourceless, because it forces you to explore more...
Great game overall ! I won't say "the best I tried this LD", because it's the first I tried, but really nice entry :smiley:
Thanks to all for the comments. I will try improve and expand the game and apply any of this tips.
|+ A great overall style and atmosphere, landing on the rectangular planets and how they build out makes for fun visuals and charm.
|+ Balancing your resources and hoping the next block of land has what you need creates nice tension.
|+ The combination of mechanics (flying in space and collecting resources on separated land) feels like a natural and great combination
|- It's not obvious what resources you need to help maintain what part of your ship.
|- Having to select the tile astronauts are on before moving them to another tile feels unnecessary and interrupts the flow of gameplay when you're limited by time (otherwise it would have felt tactile).
|- The navigation of asteroids felt empty compared to the resource management.
Maybe if you had asteroids hint at what they had in them visually, and you have to attack them to access blocks to land on it could help both add to the asteroid segment and connect both areas of the game even more with a constant thread of engagement.
Also if resources were gathered quicker but could run out it would increase the value of finding blocks with multiple lakes/etc while increasing the games momentum while giving you more reason to move your characters around.
Adapting or combining resources may help the game be more accessible as a fun small experience, for example color coding the resources and having both food and water keep one bar afloat separate to the others.
Regardless you've got a solid idea here that was great fun to try, so I hope you're able to find a way to strengthen it even more :)!
The Video doesn't seem to have recorded (It happens occasionally), but the Audio is there. I had the game crash when I was dragging astronauts around. If I have time later (And you get a patch in) I may give it another shot as I liked the concept.
Pros:
Your game, like I said before, is very well executed and polished. It has very good graphics and UI as well as good background music that sets the mood. The game play is not terribly difficult to figure out, but still presents a challenge that is fun and interesting.
Cons:
You could add slightly more text or possibly a tutorial to help people figure out the controls just a little better. What you have so far is great, and having a tutorial or more text describing the controls would make it even better. Also, having to click on the tile the astronaut is on to move him is a little tedious as well. Maybe having the selection buttons for them always at the bottom to make it easier to move them would make the game run a little more smoothly. Other than that, I think it is very well done.
Overall, this is a very well done game and I think it is a great game for only 72 hours of development time (It seems like a lot until it isn't). Amazing job! :)
I like the time limited resource gathering, that part looks really pretty, good work o the graphics!
the music is nice, it fits and does not distract from the game itself.
I'm still not sure what the resources do, I manage to stay rather long with all of them on zero without Dying..
a small tutorial/explanation would have helped.
Please expand on this, I'd love to play a game like that! I think it has potential.
Great entry, thanks for making it ^^
Also I think the music is awesome, it really gets you pumped for the game and creates tension. And the graphics were nice too, it's always clear what is what.
One minor nitpick: It took me a few seconds to figure out what to do on the planets, the tutorial could be a bit more... "visible" (I only played the original LD version, but I will take a look at the new one later.)
Anyway, I had a lot of fun. :smiley:
It would be cool to see (in the future) :)
-Enemy space ships that shoot at you.
-Bonus time items.
-Ultra rare resource spawn like +2water/+3water.
-Upgrade your ship with resources that collected.
-Recruit more space dudes.
-Space dudes can die during resource gathering if trying to collect rare resources.
I'm still working on the game. I have many ideas and I want to apply your advice, so keep an eye on itchio; D
Some ideas that I will apply at some point:
- Possibility for crew members to die on planets
- Recruiting more crew
- Variety of enemies in the space part
- Collect secondary resources to improve the ship (And more things ...)
- Add a final goal to the game in addition to getting the highest score
- Limit the resources that are removed from each box
- Different types of tile
And more...
Overall this is a nice idea and well polished given the time constraints. Of course there are a few minor issues such as:
* When dragging an astronaut to a location - I always seemed to end up putting him in the square above the one I actually wanted!
* A little tutorial text on the title-screen would be nice
Nice work!
https://www.youtube.com/watch?v=nf9jH1KZdXw
Good job!