Phase Decay by Fluffy_Kaeloky
Complete puzzles to advance

Gather the reactor parts

Repair the reactor before the entire ship explodes

Don't try to run it on a toaster or Commodore 64! Thank you ! :-)
Controls
Mouse/Keyboard :
- WASD/ZQSD : Movements
- Shift : Walk
- Mouse : Camera movements
- Left Click : Pick up
- Right Click : Throw
Controller (X360/One) :
- Left Stick : Movements
- Left Stick Button : Walk
- Right Stick : Camera movements
- Right Trigger : Pick up
- Left Trigger : Throw
Credits :
Programming :
Pierre Julien Baron (Fluffy_Kaeloky)
Virginie Nguyen (Vngu)
Design :
Nathan Renaud (Eikhos)
Artist :
Axel Kulomaa (AXLplosion)
Sound design :
Derek Volker
| Youtube | https://fluffy-kaeloky.itch.io/phase-decay |
| Original URL | https://ldjam.com/events/ludum-dare/47/phase-decay |
Ratings
| Overall | 1038th | 3.348⭐ | 25🧑⚖️ |
| Fun | 1118th | 3.065⭐ | 25🧑⚖️ |
| Innovation | 1005th | 3.152⭐ | 25🧑⚖️ |
| Theme | 1025th | 3.391⭐ | 25🧑⚖️ |
| Graphics | 640th | 3.739⭐ | 25🧑⚖️ |
| Audio | 477th | 3.545⭐ | 24🧑⚖️ |
| Humor | 832th | 2.658⭐ | 21🧑⚖️ |
| Mood | 1001th | 3.205⭐ | 24🧑⚖️ |
| Given | 34🗳️ | 18🗨️ |
As for the voice, you'll have to ask Derek :p
I did give up a couple of tries in, mostly due to the issue raised here already, that some hallways are simply blocked off on certain loops. I would have enjoyed that as a mechanic much more if it had forced me to adjust my plans on the fly when seeing a burning corridor, and go take care of something other than I meant to. If that's already the situation, sorry for having missed the other options - I'm mostly referring to the upper exit of the turret hall, since it's blocked on the second loop on which I already know I need to go there to get a bunch of stuff done.
Regardless, I did enjoy my couple of attempts overall, and I do like the idea of the reactor progressively ruining the ship and sending you back!
I would have liked to put more clues indicating that was possible, but I just didn't have the time :<
but the idea and the graphics are nice.
well done !!
I tried running into the first control room and grabbing the card and whatever exactly the other things was. It felt odd that the beam would reach me in there through walls. I could make it up to the locked door and navigate to where the second thing was (where the pass code was displayed). I couldn't force open the grating and time was running out.
Waking up I tried to make it up to the door again but there was a fire and I hadn't seen any thing that would put out a fire. So I figured maybe the beam should kill me by the grating so it would cut it and I could use it as a new way, but no. I tried hurling a can but the turret just killed me instead.
So I force quit the game (there's no way to exit), and started again and skipped the part where one learns the code and just entered it, but there still wasn't enough time. And the blocking fire would appear again.
I can see What you were trying with the game design, and it's a very interesting idea, to do some task and we get multiple loops, if we mess up in one then the penalty is damaged ship and less chance of fixing it, but what made the design flawed is that the rooms didn't have enough holes, think of swiss cheese, for this to work you need to have interconnected alternative paths, I presume that we could use the turret to break the gate as I was able to reach there using the second floor, but the turret kept killing me. This can totally work if you play-test a bit more with some variations in level design. The areas were well made, it gets harder to make environment easy to navigate in a spaceship, but you were able to make each area a bit distinctive, so you won't get totally lost.
### FUN :
The level was fun to move around, I wish there was more to explore. The difficulty curve needs a bit of fine tuning to make sure that the fun lasts. The music and overall mood did make it fun to sneak around the turret and explore the ship a bit!
### INNOVATION :
The loops and level design was a nice attempt on a risk vs reward system, and I can see that the game was design around this, that's pretty impressive, but the lack of balance was felt.
### THEME :
Usage of the loops to complete a task by giving another chance or to us the loop to our advantage to cut short trips, the game would have been better with a more "open" level with this theme.
### GRAPHICS :
The environment models and overall graphics were pretty good, and the game was pretty smooth, sometimes the turret would target through walls, but won't hurt us. The game could have used some more visual feedback for our actions, the fire was pretty good, but looked a bit patchy.
### MOOD :
So the game does have a dynamic mood, we start with a semi-damaged ship and then the mood slowly tries to get intense. Some variation in lighting as we go into more loops would have been nice, The ship was always too bright, so the fire didn't look threatening, the bright environment overshadowed it. And some smoke and sparks will also add to the mood.
### HUMOR :
I tried to find humor, but the only thing that felt a bit humors was the announcement before the loops, the voice over was great!
### AUDIO :
The voice over was pretty good, the turret had various sound for various actions and they were pretty good! The soundtrack was pretty good, I love synth-based tracks and it did add to the mood of the game and made it feel intense. Adding a bit horizontal and vertical variation would be really nice, and audio cues for actions like picking up stuff, using key=card, door opening and such.
I congratulate the entire team for the submission and wish you all best of luck for future projects!