SpaceLab 42 by Wassim
SpaceLab 42 is a First Person Sci-Fi Action game Taking place in a SpaceLab where you find yourself in a Lock down Running out of Space!
Made for Ludum Dare 42 by Jana Games Studios
Watch the Trailer:
https://youtu.be/XgYeJgZbytU
Watch the Teaser:
https://www.youtube.com/watch?v=KLsi-C9OvXs
Screenshots:

Reminder: This project is still in early development due to the short amount of time that we had! Thank you, We'll Appreciate your feedback!
Ratings
| Overall | 1282th | 2.154⭐ | 80🧑⚖️ |
| Fun | 1280th | 1.8⭐ | 82🧑⚖️ |
| Innovation | 1278th | 1.66⭐ | 80🧑⚖️ |
| Theme | 1259th | 2.013⭐ | 80🧑⚖️ |
| Graphics | 926th | 2.927⭐ | 77🧑⚖️ |
| Audio | 705th | 2.556⭐ | 73🧑⚖️ |
| Mood | 972th | 2.593⭐ | 77🧑⚖️ |
| Given | 201🗳️ | 89🗨️ |
https://assetstore.unity.com/packages/3d/vehicles/space/spaceship-falcon-1874-xb-54816
We're not running out of space, there's just an oxygen'clock ticking on the screen ! On the other hand, graphisms are good, music is really great, but I feel like you should have spent more time on designing a good gameplay around the theme. I know it's just a jam and you had 72 hours to do this, but you bothered making a very good menu, an end game scene, credits; I feel like you should have just focused on designs instead of animations and arts. Still, your game looks very promising, and I'm pretty sure you could make something out of it postjam !
Good job!
But the game itself is actually like 20 seconds long, linear and has no real mechanics other than walking and increasing your oxygen meter with the four air tanks found in the game. While I am impressed with the visuals and music in the title and credits screen, the game unfortunately doesn't match up. (If I were grading you on the title screen alone you'd get an A++ from me, but you gotta focus on gameplay man!)
Keep it up! I bet if you focused on the gameplay next time, you could make something stunning.
Thank you all for your honest feedback, It's oblivious that this LD we wanted to only focus on the graphics and see what result we would get, We know that the gameplay was short due to the time because we didn't have any, We eliminated lots of mechanics during development just to complete the game!
Well this LD was a challenge for us about graphics in game jams, I'm really glad that you enjoyed the visuals and graphics and hope you all will keep up following with our further projects, We're always looking for development and that happens with your feedbacks so thank you we really appreciate it!
Thank you again for your good feedback, Really appreciate it!
I'm sad I can't vote on Graphics because you did use free assets from the Unity Store. Which is very unfortunate as those VFX are top-notch. I can't vote on Audio as you don't have a composer listed or any form of telling me where or who it came from.
However, having that said. Some words of advice: The game does have a lot of potential, but your development process seems to be backwards - as in you did art, VFX, and sound first rather than core gameplay. Maybe it was a way for you to show off - but that isn't what this jam is about. I think if you head back to the drawing board and really nail the gameplay, you'll have an awesome game on your hands with awesome VFX, music, and art to back it up.
You already played our game: The legend of the looter and the incredible backpack that never runs out of space, so we can't do anything but thank you. 」( ̄▽ ̄」)
I will therefor only comment on your graphics here.
Like I said, trailers, intro and credits are epic, you clearly have an avid video editor. Ingame graphics don't sell that same mood though. Other than the timer, there was no indication that time was running out and that you were suffocating. I feel that selling the frantic feeling of choking and running out of time to the player is the one thing you should focus on first.
I found it a bit peculiar, that the VFX are so much more polished than the actual game art. Why are all rooms so rectangular? Why didn't you play with light to make it apparent you are on a defect ship that loses air? Why don't the oxygen bottles have smooth normals? Now granted, 72 hours are short and I will take a shot and say your video editor is most experienced with what he does in your team?
As a side note, your game is short, yes, but it does have a clear winning condition and an end. Many entries in LD don't care for putting those in, but they are so essential for a game.
All in all, I see where you were going with this game and that you are very passionate about it. :clap:
Why not keep working on it without the pesky time limit and improve the game to match the clips mood as a Post LD Project?
- Stolen audio. (Music, sound effects, everything is stolen.)
- Stolen intro/menu. (After Effects template. The first hit when googling "After effects space")
- Stolen trailer effects.
- Zero gameplay. (You know this is a game jam right?)
- Didn't opt-out of any category. Didn't give ANY credits. Right out cheating.
(Oh and the one element you did create, the oxygen tube? You forgot to add smooth shading.)
Disgraceful contribution. Should be disqualified.
@iluvatar You're kidding right?
It's not about the duration, but about gameplay, there's nothing to it, literally.
It was very exciting and promissing until the game started. Hope you guys evolve it into a game :)
We'll carry on working on it to develop it more for sure this was again just a tryout in 72 hours what we could've done on the graphics and visual, We used few assets for sure when we ran out of time that was the only choice to make better than not making the game at all!
However what do you think about the game is up to you guys and thanks for the encouragement and feedback again!
Thanks for your feedback, We really appreciate it!
People who participate in Ludum Dare are generally focusing on gameplay and how interesting things can be done with the theme. What you've created, while impressive, isn't doing any of that. It seems like more video-editing went into this then programming, which is a strange approach to making a game. First you make the game and test if it is fun, then you make the promotional material.
That being said, the video alone would look quite impressive on a resume (although they may be put off as the game can be completed in under 20 seconds...)
Either way, the important part is that you learnt something while working on this and had a lot of fun :grinning:
However, there are a few dubious things : (...I had made a mistake reading compilation date... )
Also @rahim-pxr left a very odd comment on my game : there are 7 words about my game, which really don't fit with what it is about.
And 32 words to request me to play yours. Viewing that your team as rated 140 game extremelly quickly, I doubt that you actually played it... (actually, after checking, my game has -not- been downloaded since 3 days. CQFD)
Well... I don't thing that's a good calculation : the target is to rate and make comments with the best quality. while here, you are more likely to attract people which are suspicious about your project.
Do you plan to keep working on it post jam?
For example, he copy-pasted
"Nice game, I hope to see more updates and improvments sooner. If you don’t bother take a look at our game when we focused on Graphics and visuals and see the results that we got: https://ldjam.com/events/ludum-dare/42/spacelab-42"
On these four games:
[1](https://ldjam.com/events/ludum-dare/42/running-out-of-space-25) [2](https://ldjam.com/events/ludum-dare/42/the-infinite-hotel) [3](https://ldjam.com/events/ludum-dare/42/tomb-robbers-3-curse-of-the-pharaoh)
[4](https://ldjam.com/events/ludum-dare/42/toroid)
and copy-pasted this comment
"Nice game, Love how everything is balanced! Good luck, Don’t forget to take a look at ours if you don’t mind and see what it’s like when we just focused on graphics in this game jam! Game Link: https://ldjam.com/events/ludum-dare/42/spacelab-42"
On these 7 games
[1](https://ldjam.com/events/ludum-dare/42/duo-dungeon) [2](https://ldjam.com/events/ludum-dare/42/shrunkeon-dungeon) [3](https://ldjam.com/events/ludum-dare/42/second-game-for-us-have-fun)
[4](https://ldjam.com/events/ludum-dare/42/puzzle-out-vr)
[5](https://ldjam.com/events/ludum-dare/42/finger-noodles) [6](https://ldjam.com/events/ludum-dare/42/the-espacito) [7](https://ldjam.com/events/ludum-dare/42/eclipse-galaxy-a-smuggler-story)
I'm not trying to start a fight, but to everyone who participates in Ludum Dare, getting MEANINGFUL feedback is one of the most important things. Many of us are hobbyist devs who don't get a lot of exposure, and ludum dare is one of the few ways we get a ton of meaningful feedback. I encourage you, @rahim-pxr, to go back through the games you've rated and commented, and re-do the ones you feel you have not been honest with.
1. We did use assets as we mentioned it before cause we were running out of time and there's no problem if the assets are licenced which are!
2. Most of our members don't speak native english and some are new and can't really know how to express what they're trying to say and am pretty sure they played the games because we wouldn't rate something we don't know of for sure, The game was not active in the first days of jams because we were in another local jam that took our time then we got back to ratings in both of the jams!
I'll apologize in advanced and I'll see with the team members if they're doing anything wrong I'll take responsibility for it and sorry again if any confusion happened!
3. The game is published and compiled at the submission day of the Jam so I'm not sure why are you saying most of the files is compiled at the 27th, @vfabien21!
We wanted to make gameplay but time was running out and we had to eliminate lots of mechanics and more details in the level!
We're trying to update it soon with at least half of the game concept we were trying to do so I hope you'll stay tuned up for that!
But still, I doubt rahim-pxr played my game, as no version had been downloaded since a few days. And this is not correct.
Otherwise, I have no problem with your team using assets and making something nice out of it. Actually, the introduction screen and its animations are impressive.
As i mentioned before our team don't have English as a native language so i can't really blame my members for this, I would encourage them cause they're trying to help the best way they can!
I talked to them and knew exactly what's going on, The way it sounds a bit meaningful to you is just a way he translated it, Most translations don't have the same point as you see it from a native language if you know that already.
He have freedom to give any feedback about the game cause it's just the way he thinks it dosen't how i think or you think about any game so as he can't talk freely he would just translate that main point and he would say it to the games that he thinks similar about and maybe he had translations of encouragments and some games he wanted to see more of as he saying "I hope to see more updates and improvments sooner".
I know you're not trying to start a war cause this isn't a battlefield, this is worldwide and everyone have it's perspective about a game, the "Try out our game part" he was just trying to help off which is fine!
If anyone is insulted about the comments I should be the one who apologize and I'm sorry in advanced if any confusion happens!
However as i told you, I confirmed that @rahim-pxr and the rest of the team played all the games because one thing we don't like is to judge a game without playing it, As we don't like this to happen to us we don't like it to happen to any other person or team!
I'm not sure if it's an analytics problem or our member missed out on games which i'm pretty much sure this isn't the case, but again I apologize if anything have gone wrong!
We are just pointing that quality here is really worth more than quantity. And it is better for you to.
Basically, in my experience, rating 5 games, with a good comment for each brings 4 persons to rate your game. And you only need 20 people to rate your game to be ranked (an average is done. So having 20, 40, or 100 people who rated you does not change much).
So even if you like testing many games, it is much more efficient for you to take some time to write a few, but meaningfull comments. Also requesting people to test your game is really counter productive, as that's not what comments are made for. On the other hand, getting karma points from your comments will send you directly to top of the game selection page.
Finally, if someone in your team is not confident with English, that's really not a problem. The best thing would be to comment in your langage, and then paste the translation from google translate. Here we would see that someone actually made the effort to test the game, and tell the author what he thought of it.
FEW not as Annonymes account say it's been all STOLEN and Assets doesn't mean stealing!
We didn't opt-out on those categories cause there's lots of things we made ourselves so we can't opt out something contained our hard work!
We know we should opt-out for the respect of others but we say for the respect of others we give them the choice because they can vote what ever they want and give what ever feedback wanted, so If you guys are not sure about any of the Rating Categories just don't vote as simple it is!
Ludum Dare Jam Rules:

[Another one here](https://ldjam.com/events/ludum-dare/42/whatefs) - a first-time-jammer game.
I doubt if he even played the game at all.
And something to Jana Games Studios(@wassim). Anyway game looks great, but i cant rate game in stmh except graphic and audio. Work more on gameplay and mechanics. If people want audio they listen music, graphic - art, interesting plot(its not about you) - books. So main part of any game is gameplay. Work more on it and I hope to see your next game at steam popular page.
(Sorry for my english. Its hard to explain using non-native language)
I also apologize for that situation and I advice you to read on my upper comments please to understand more what's going on and Thank you!
@michelle There will be a Post LD soon for a more advanced version of the game so hope you'll stay tuned for it!
- Main menu background is from this tutorial https://www.google.com/url?q=https://www.premiumbeat.com/blog/after-effects-video-tutorial-texturized-space-scene/&sa=D&source=hangouts&ust=1535602773885000&usg=AFQjCNES74eKh68VUqlQIqAM20Fv_bmY5Q
- Space ship at the end of the game is from the asset store https://assetstore.unity.com/packages/3d/vehicles/space/spaceship-falcon-1874-xb-54816
- Level materials misused and therefore likely not created by the team (Yellow floor piece looks like it should be UV mapped, everything has quite strange tiling, and the materials that I'm guessing are licensed don't match the only asset in game that looks like it was made by the team [the fire extinguisher/oxygen bottle thing])
Mine was another game that received a copy-paste comment from a member of your team, and I agree with what @melatonin said about meaningful feedback. That kind of behavior feels like a very selfish use of a system intended to give everyone good advice and comments on their games. Notice that every comment on your game specifically talks about it, that's what the system is for. You might be used to parts of the internet where anonymous trolls online dump content and comments and no one really cares, but Ludum Dare has a tight community where a lot of us really do want everyone to learn and make better games. We remember these things. I remember your names from the LD in April, where you jumped into random streams and disrupted chat, demanding the streamer play your game then leaving as soon as its done; as well as leaving similar comments. This juvenile behavior will, and likely already has, establish a reputation in this community.
Basically, game jams do not simply exist for people to play your game and say how nice the menus are. The spirit of these events is for a community of people who enjoy making games to create games and learn more about how to do it. Take a look at most of the other comments on the pages you spammed. They're all valuable feedback, talking about things that worked or didn't in a game so that the creator can learn. That's what these comments on your game page are trying to help you do, and the fact that you don't seem to be taking that in, as well as that you aren't returning the effort on others games just feels to other participants (like most of the people commenting on this page) like you are here only out here for yourselves, trying to take advantage of a community of dedicated , talented, and friendly people who are mostly too kind to call out this kind of behavior when they see it.
I didn't intent this to come across as this aggressive, because I do really want you to see you guys do better in future, next time start by making the game. Prototype a mechanic quickly, figure out how to make it fun, build out content for it. Then maybe start doing your highly polished menus, but more likely do what about half of LD people seem to do which is spend the whole time making the part that makes a game fun, and worry about that kind of polish later. Also, if you are going to rate and comment, play a game for at least 5 minutes. Assess it, then leave a comment that talks about what you did and did not like. If you give good feedback to others they'll come back and help you. Give the comments on other games you want to receive on your own. Make a game you'd want to play. That's the whole spirit of the jam, and I really do hope you at some point can understand that.
But, as many also stated... giving "false" feedback is really annoying. @rahim-pxr commented on my game yesterday, while it seems like nobody has downloaded it for the last 9 days. Come on... we're here to help each other in a serious way.
Sorry about the situation, I'll re discuss everything with the team!
Amazing graphics ,
Amazing Audio ,
Very poor gameplay, sorry
And I think in a game, the gameplay is the most important. The game doesn't show any challenge to the player, you can pass it easily and it feels really boring.
As an help I can recommend you to read this:
http://www.gamasutra.com/view/feature/166972/cognitive_flow_the_psychology_of_.php
https://www.amazon.com/Game-Design-Workshop-Playcentric-Innovative-ebook/dp/B00IPPMN2K/
We hope you guys will stay tuned with us for the Post Project where we're extending the gameplay!
Moving on, I really love the graphics! I love seeing a game that makes graphics the focus instead of gameplay, as it does tend to freshen up the competition! Now, I understand what people are saying about the assets used. However, I feel like we are making a rather large mountain out of a molehill here. The only reason this has become an issue is because you did not opt out of graphics, for the very reason that this would absolutely kill your game. Now, here's my opinion. Firstly, you should have been up front about all of this, addressing it in the description rather than letting it devolve into a flame-war. Honesty is the best policy, especially with something where you may get panned if you remain secretive about it.
Next, I believe you are fine with using the spaceship, as well as any materials for the game, because they aren't the point. The main focus of the game is the art in the menus, not the game or its art. Putting some other people's assets into minor pieces of the game shouldn't take away from the major purpose of the game. Really, it should just kinda be shrugged off, because it isn't the focus of the game.
Finally, the biggest issue with the assets: the background in the menu. I've got to be honest about this one: it's going to hurt your score. There's no denying that this is an issue. It's a major piece of the graphics, and the best part of the game at that. I'd take away a full half-star from your graphics score, mostly because it is the visual crux of the menu.
Now, the gameplay. I'd say that I'm kinda just going to throw this out the window. It's going to get a terrible score because it is a pretty terrible game. It's got a basic premise, it's almost impossible to lose, and it lacks mechanical interest. It is free from bugs, and it does work for what it is, so I will give you 2 stars, but overall I'd say that because this isn't the purpose of this game, you really should just opt out of it so you can get a good rating at the end.
Finally, the audio. It's really top notch stuff! However, I'd like to express some doubts about the originality of it, particularly the ambience in the menu. I don't doubt that the music is yours, nor do I doubt that the SFX are original, so that already is a major contribution. Forgive me and tell me if I'm wrong here, but I just can't tell. The audio that you used work really well to bring home the mood though. The mood was absolutely amazing! Incredible work tuning the graphics and audio to fit the style and mood of the game!
Overall, great job on the graphics and mood, not too great job on the theme, and be honest about what you did or did not make as far as graphics go, and maybe make it all your own next time, even if it has to be terrible, simply to avoid this stuff.
Cheers!
- The Koala Squad
We really appreciate it!
@aevek above sums up everything that needs to be said about. Better luck next time.
I found the game disorienting the first time I played it. Basically because the oxygen meter is a tiny thing in the left corner and as you start playing the world spins around and well there's nothing that draws the player's attention to that corner. So the game felt very unfair. I also wondered how I would use fire-extinguishing tubes when there was no fire. Until I saw that they said oxygen, which was strange. And then they didn't seem to do much about the oxygen level anyways.
I also agree with that movement is too fast or at least too controlled.
Then there are the two issues that a lot of people have discussed. I'm a LD veteran and part of the dev-team behind the site. It doesn't mean I decide how the rules should be read, but please concider that you are asking way too much of the player to give you a fair rating in the categories you've not opted out of. Let's say you used someones music track but did a whole lot of audio fx recording and audio design during the event so you really want to stay in the audio category. The way I'd do it, and expect it to be done is to have a large (almost blinking) text in your description stating exactly what should not be rated and what should be rated. As it is done now, you leave it way too easy for someone playing the game to miss that all is not your work and then grade you not based on your efforts. And that's why we urge participants as a general rule to opt out (it's still not too late).
I'm not sure what I liked, that you made yourselves unfortunately. But I'm a sucker for scifi and I don't mind the brevity or "lack of gameplay". Games can be short and whatever they want to be and shouldn't be criticized on those two conditions.
The worse problem is that which have been reported about generic comments on other's games that indicate that you might not even have played their games. That is way worse, because that is actually stealing other peoples visibility. Degrading their efforts, both in that they don't get valuable feedback they deserve on their game that they made. And because you are now forcing them to play and rate extra much to regain their ranks in visibility. Even worse for those who care for their final position/grades, a single off vote in a category will have a rather large effect in the end if you only got a few votes. So I sincerely hope it was all a misunderstanding, and if it wasn't you really really really ought to go back to all those games and replay, re-vote, and write new comments! Use https://ldjam.com/events/ludum-dare/42/my/grades to get a list of what you've played so far.
Its particularly annoying doing this kind of spam promotion to compo entries, because they are the work of individuals building everything from scratch under a much tighter deadline than jam entries do, and actual feedback is much more useful.
Well, I analyzed your game.
In short, I believe you made a good choice of assets (I do not know which ones were created by you, if you wanted to be evaluated for what you did, then you could have made it clearer what you wanted me to evaluate).
---
Evaluation ...
0 - Main Mechanics:
The main mechanic is to find and activate devices to release the escape of the ship (as far as I understand).
1 - Secondary Mechanics:
I believe that the secondary mechanics is the exploitation of the place, and oxygen is limited. Unfortunately it was not clear when my oxygen was running out (I suggest investing more work on increasing visual feedback for this part as it is critical to the game, complementing the main mechanic).
2 - Learning Curve:
I finished the game in less than twenty seconds, maybe I found the right track. Then I played again and lost before and explore everything I wanted (because of the problem in the secondary mechanics I mentioned).
3 - Flow:
In terms of boredom vs skill ... I think the game did not present much challenge from the point of view of the main mission, but presented challenges from an exploratory point of view. If the mechanics items increase, with new challenges, the game could improve in terms of gameplay, allowing a better analysis of the game flow.
4 - Love Points:
The general art was interesting (even if I did not have so much to say about the game), I say based on the menu (impressive, which someone quoted is not entirely your work). I believe that if the project continues, they can use the past mood in the credits for the game itself (using science fiction and such).
5 - Presentation of the Narrative:
I did not notice much of the narrative, except the guy wants to get off the ship. Not that a smaller vessel will hold more oxygen than the larger one (maybe it's a hole in the hull or something, so it could have something showing, like red lights or some alarm signal on account of it (clearer)).
6 - Art Polishment:
The overall looked good (taking into account the above comments and everything). Keep working on this line.
7 - Monetization Attractiveness:
You have to have a more complete game to see if the project could be monetized (maybe the publicity based on what they did, but with their own assets, has enough future for releases). But they will need to greatly enrich the project to reach a product that someone will enjoy having paid for it. Gogogo!
8 - Community Generation:
It all depends on a bigger gameplay and the creation of a good narrative, since otherwise the game could set a good generation of community.
9 - Cultural Dialogue:
The game mentions science fiction, so it can contribute a lot in the area if the project evolves. In addition, the game would attract many fans of the genre in question. More about the cultural contribution of the game would be possible in case of continuity of the project and application of narrative.
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Note: Still annoyed / disgusted for not really having experienced my game.