Modular Mayhem by Dovakla
Post-Jam Update:
By popular request, I added the option to lock the camera rotation. It should be easier to navigate now.

After a routine space delivery goes wrong, you're left stranded in an asteroid field with no weapons, no engines, and no hope. Will you be able to survive long enough to rebuild your ship, and, more importantly, complete your delivery?

Controls:
WAD to move and steer
S to brake
Left click to shoot all weapons
Left click on a module to eject it
Press C to lock and unlock the camera rotation
Made with Unity
Models made with Blender
Some SFX made with Bfxr
| Youtube | https://dovakla.itch.io/modular-mayhem |
| Original URL | https://ldjam.com/events/ludum-dare/45/modular-mayhem |
Ratings
| Overall | 698th | 3.318⭐ | 24🧑⚖️ |
| Fun | 796th | 2.977⭐ | 24🧑⚖️ |
| Innovation | 532th | 3.205⭐ | 24🧑⚖️ |
| Theme | 218th | 3.795⭐ | 24🧑⚖️ |
| Graphics | 602th | 3.457⭐ | 25🧑⚖️ |
| Humor | 608th | 2.605⭐ | 21🧑⚖️ |
| Mood | 405th | 3.523⭐ | 24🧑⚖️ |
| Given | 22🗳️ | 19🗨️ |
Found a game-breaking bug: I picked up an engine module so that it points forward and then the ship started spinning and modules flew around in circles (but still somehow attached), couldn't continue after that.
@cdunham thanks! Yeah, steering and staying oriented is very hard. If you get a compass module it points to the big ship though, which helps a bit.
I also wanted to add a magnet module that would pull in other modules, but unfortunately I ran out of time.
I also hit the bug where physics explodes when picking up a new engine. Even if I did manage to figure out how to eject modules I wouldn't have been able to click on it with everything flying around like crazy. A convenient boulder helped me out. Had the physics randomly start spinning with other modules too but the thruster was the worst.
Never did figure out how to eject modules, even with the prompts.
There also doesn't seem to be any way to quit the game.
All in all good entry.
Very beautiful game! The star effects were gorgeous! So were the attacks, both the rockets and lasers. The sound effects worked well with those as well, and knocking into the asteroids, they added a real oomph to that. Loved the space tune in the background as well, I thought that was really effective of setting the mood. Both fast and spacy at the same time. Had lots of fun collecting the shipments with this, cool entry!
@someone yeah, the physics can get pretty messy. If you click on a module and then press "Y", it'll get ejected, which is not very clear. I didn't have time to make a quit button sorry.
@captaindreamcast Every cargo module gets a random noun for what's inside of it, and a lot of them don't really make sense. Sorry for the confusion!
it just accelerated me extremely fast, but the concept looks very fun honestly, ping me if u fix the controls
What I really needed though was a space compass!
I got lost in space very early, before getting the laser, not realizing modules were inside the rocks. By a miracle of luck I re-found the "base" thing by using the parralax background to determine my absolute movement and taking a lucky guess at which way to go.
That left me petrified of straying from the edge for a while. Traversing the edge of the base, I found the laser, which is presumably also the place to drop off cargo goodies?
Soon after I found blowing up rocks yields cargo, and I think I got how the game works: go out into space, get cargo, chill, bring it back to base, etc.
But as soon as I lost contact with the base another time, that was it. I was lost. I rolled with it, and blew up rocks, had some fun attaching things, found a rocket launcher and some underpants, and was chillin.
Eventually I had some cargo, but no clue how to get it back home. Then I got hit by a rock that scattered my cargo everywhere and that was it for me.
Great atmosphere that's coming through each element of the game: feel, art, and sound, all set up with a nice intro, and working well with the lack of explicit failure state (woulda been a mistake imo to make the ship explode and restart for example). So overall a very nice entry, I just wish I could have dialed into it more by having an indication of the direction and distance back to the dropoff point... if that even was a dropoff point.
I think I would have enjoyed that "head out to space to gather stuff, and then return" gameplay loop, but I didn't quite get there.
When I picked up a 2nd booster modules, things started getting weird. I had accidentally picked it up on the reverse direction of my primary booster which meant I couldn't actually control the ship anymore. After I detached the 2nd booster, things started getting weird and it acted like it was still half-connected. After re-attaching it my ship started spiraling out of control and basically blew up (I then collided with some asteroids and got reset to the basic ship)