Pipe Trek by quill18
To boldly re-route power where no engineer has re-routed power before!

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A game made in about 14 hours for the Ludum Dare Compo by Martin “quill18” Glaude.
Livestreamed start-to-finish in front of an audience of thousands.
Tools:
Unity 2017
Photoshop
Evernote
Audacity
AudioTool.com
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Download links for Windows, Mac, Linux, Web, and Source Code:
http://quill18.com/ld39/
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INSTRUCTIONS
Route power from the central core to the five essential star ship systems: Phasers, Shields, Hull Repair, Engines, and Life Support.
Click to rotate tiles.
Drag tiles to swap positions.
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Questions?
quill18@quill18.com
http://twitter.com/quill18
http://youtube.com/quill18creates – Unity Programming Tutorials
http://youtube.com/quill18 – Let’s Plays!
| Original URL | https://ldjam.com/events/ludum-dare/39/pipe-trek |
Ratings
| Overall | 120th | 3.702⭐ | 143🧑⚖️ |
| Fun | 161th | 3.507⭐ | 142🧑⚖️ |
| Innovation | 165th | 3.486⭐ | 142🧑⚖️ |
| Theme | 84th | 3.993⭐ | 142🧑⚖️ |
| Graphics | 319th | 3.291⭐ | 143🧑⚖️ |
| Audio | 289th | 2.942⭐ | 141🧑⚖️ |
| Humor | 226th | 2.654⭐ | 129🧑⚖️ |
| Mood | 276th | 3.081⭐ | 138🧑⚖️ |
| Given | 0🗳️ | 0🗨️ |
These are the Games of the programmer Quill18,
Its undefined years mission:
To explore strange new games,
To seek out new concepts,
And fun mechanics
Love how the pipe game has been merged with another layer of gameplay.
Nice work!
The music was a bit repetitive as it was a very short loop, but the effects were well done and balanced. I loved the LCARS interface, though! You did an excellent job on creating that. Glad to see that our games are quite different this time as they were quite similar last time...
Also I checked your source code and it looks 100 times better than mine :)
The graphics are great obviously, except for the text that's rotated by 90%. I had a really hard time remembering what bar stands for what, because you can't see everything at one glance without turning your head.
The sound is serviceable. Not much to say here.
I found the game to be pretty challenging, but still fun to play. I lost pretty quickly every time I played, but as I said - I really don't care much for this genre and I probably suck at it.
Overall great game though. Awesome job.
The game was a bit confusing to start off with. That was because I skipped the instructions page. (Always do, Nothing personal.)
After I died the first time, I figured out what to do.
I Always enjoy your work!
I just submitted my first entry ever.It is called "The Misadventures of Mick and Rorty" I always enjoy watching your videos!(Link Below)
https://ldjam.com/events/ludum-dare/39/the-misadventures-of-mick-and-rorty
Thank you!
Very nice work, especially in such a short time.
I'm just Wow'ed by what you managed to do in so little time.
I love your use of the LCARS visual style, I think it "mixes" well with your game. The others assets are correct. The UI is pretty clean & understandable.
The Pipe Game style is a classic I tend to like and using it as a way to manage the "grid power" of a starship is a nice / fun idea. Interesting take on the theme. Fun concept & good realization.
The light scrambling of the pieces is well balanced for the most part. Maybe torpedoes come a little too fast on the Tribble tier, but that may just be me.
The controls are correct but the Drag & Drop felt a bit weird, the first time I tried to move a tile, I thought there was a bug. Other than that, everything responds well.
The music and sounds effects are correct, it goes well with the game.
Implementing three difficulties is a nice move. I barely managed to earn my Admiral rank as a Tribble on my second try, so thanks to think about people as no-skilled as me.^^
Great Job! :)
Mechanically, being able to swap pieces around instead of having to place a predefined sequence of pieces in order is also a big improvement, I feel much more in control of my toolbox, and yet the time pressure means I'm likely to pick a piece from the random ones surrounding my destination, so I'm not over-powered either.
I wish the effects of "shield strength" and "engine trust" was as clear as that of "life support", "hull integrity" and "phaser charge". Putting the shields up didn't seem to protect me against torpedoes, and activating the engines didn't seem to allow me to dodge them.
A suggestion: maybe shooting the enemies should cause them to back off for a bit? This way there would be a risk/reward tradeoff in trying to complete the phasers before the rest, because it would give us more time to fix the rest. As is, the incentive is to always complete phasers last.
My only complaint is that the music was quite repetitive.
May the force be with you.