Space VIP: The Needyon Ambassador by Rein

[raw]
made by Rein for Ludum Dare 46 (JAM)

You are a highly-trained intergalactic-relations officer tasked with escorting a critically important alien VIP to safe location. The nature of their species requires that they never be alone or else their body will begin to break down, eventually exploding violently. For unknown reasons, distractions like watching TV can slow down this process. Unfortunately for you, this mission requires maximum secrecy, which means you are the only person able to maintain the ship while keeping the VIP alive...

title.png creature_room.png fixed-breach.png gameplay-1.png gameplay-2.png gameplay-3.png gameplay-4.png gameplay-breach-patched.png gameplay-fix-breach.png gameplay-hull-breach.png gameplay-puzzle.png oxygen.png

Programming by Chris Hutchinson and Robert Ramsay. Audio by Evan Witt. Hull breach model by Chris Hutchinson.

Level assets and alien model purchased from the Asset Store.

Game created in Unity.


CONTROLS:

WASD - movement

Left Shift - Sprint (can't if both hands are full)

Left Click - Interact with highlighted item.

Space - Jump!

HINTS:

Take some time when the game starts to familiarize yourself with the ship before things start falling apart. Especially how much the Angst bar increases as you run from location to location.

Power - The special TV the Needyons requires a tremendous amount of energy to power. There isn't enough power to run it and any other subsystem on the ship, so be very careful when turning on the Oxygen or Shield subsystems because without a distraction the Needyon gets upset much more quickly.

Patching Holes - Small breaches can be covered with duct tape (which you have on you) by left-clicking when standing close and looking at the hole. Large breaches follow the same process but require you to be carrying a large patch first.

Large Patches - Large patches can be found in two rooms on the ship: the storage room by the reactor light puzzle and the maintenance tunnel (as soon as you enter the large hallway leading to the bridge look to your right).

Reactor Light Puzzle - The light above the switch you flip gets toggled. What happens to the lights next to that one?

WARNING: the mouse sensitivity in the web player is really high for some reason.

Ratings

Overall 1487th 3.378⭐ 43🧑‍⚖️
Fun 1975th 2.936⭐ 41🧑‍⚖️
Innovation 1396th 3.205⭐ 41🧑‍⚖️
Theme 890th 3.8⭐ 42🧑‍⚖️
Audio 935th 3.311⭐ 39🧑‍⚖️
Humor 831th 3.189⭐ 39🧑‍⚖️
Mood 1263th 3.375⭐ 42🧑‍⚖️
Given 30🗳️ 51🗨️

Feedback

steambrain
21. Apr 2020 · 05:41 UTC
Really nice concept and imnplementation. It seems ship map is missing - the ship is quite big and it' hard to find the reactor when it goes down. You simply don't know where to go, and exploration is a bit tough, when lights are out.
Simin
21. Apr 2020 · 05:42 UTC
I want to talk about the mood set up. That lighting and the sound made the game feel really tense for me, but there was some funny cognitive dissonance for me because the aliens are so quirky. I think that made me like the game more. It's fun, but I did need to see the hint to solve the puzzle.;)
HomunculusGames
21. Apr 2020 · 05:45 UTC
Nailed the theme and you guys set a really good atmosphere for the game. Well done!
Shaolin Dave
21. Apr 2020 · 06:22 UTC
Good interpretation for the theme.
L3GlON
21. Apr 2020 · 06:29 UTC
Nice and interesing idea with really good implementation. Amazing graphics and sounds.
As for cons: 1) Lack of context control hints makes it difficult to understand what to do (and it makes you press every single button to find out required). 2) Too random events. Generator failure happend for me only during one try. As for me, it should have been mandatatory at some time point, so every player would have similar experience.
Systematic
21. Apr 2020 · 06:33 UTC
Cute Pear man
Eli Delventhal
21. Apr 2020 · 06:42 UTC
Man I really wanted to love this, I really did. The theme is on point, the graphics are super impressive, the atmosphere is a knockout. Unfortunately, after trying 3 times looking in vain for a hull breach (wandering over what seems an extremely large ship), I only succeeded one time and it was in a place I had already passed, implying that there was more than one breach? I lost either way, and never figured out how to patch anything. I found a patch once but couldn't figure out how to pick it up (nor could I ever find the breach).

I wonder if this is exacerbated by me running this on a trackpad (Mac OS laptop)... the camera look speed was dizzying so I had to drag my finger *very* slightly to look around, and sometimes I'd rotate like 720º in an instant and get confused about where I was, haha.

Anyway, this really does *look* like an amazing game. I'll try it on another machine later and hope I have better results.
🎤 Rein
21. Apr 2020 · 06:48 UTC
@l3glon thanks for the feedback! I 100% agree about the random events. Curated > random 99.9% of the time and yet I always fall back into the old "but what if *procedural*" trap. If I do anything more with this that will be one of the first things on the list. There is text that pops up in the center of the screen for context on certain actions, but it can be really hard to see and likely missing in a couple places. A controls tutorial image would have helped a lot too.
🎤 Rein
21. Apr 2020 · 07:05 UTC
@eli-delventhal terribly sorry about the mouse sensitivity - I have no idea why the web player is so much more sensitive than any other build. You can get by with a mouse but a trackpad must have been torture. I've added the controls to the game's description, so hopefully that will help. There are 16 locations where holes can appear in the ship, and every room has 1-2 locations for holes to appear (with the large hall leading to the bridge being the exception having 3. The 3 bunk closets can *not* have holes in them because that would be horrible.

As for patching holes: The small ones are small enough that some duct tape can cover that up, which it turns out you always have on you. The large holes require a patch though, and there are two rooms with stacks of patches. These are definitely areas where being able to do playtesting mid-jam would yield tremendous dividends.
BitPokit
21. Apr 2020 · 16:38 UTC
Is it bad that my favorite part is when the cute little alien thing explodes into green fog? Lol. Seriously though, I really did like this game!
SynysterCola
21. Apr 2020 · 17:53 UTC
Really good looking game. I like this take on the theme. Well done!
🎤 Rein
21. Apr 2020 · 19:52 UTC
@eli-delventhal any better on your second attempt?
taran.unraveler
21. Apr 2020 · 20:37 UTC
The game looks really good. Well done!
Trexxak
22. Apr 2020 · 06:10 UTC
Cool entry :D Really loved the sound design, especially the background soundtrack was soothing and on point!
Khud0
22. Apr 2020 · 14:37 UTC
The game has a lot of polish and details in it, but I really wish I had more clear directions on what to do
Edalbung
22. Apr 2020 · 17:56 UTC
Really good concept ! The spaceship and the ambiance reminded me the ambiance of Alien licence, especially when there is no more lights :D

It is fun to manage between the ship and the VIP, but I think that the percentage of the VIP goes too fast, indeed, I could only do one repair at time and I had to return to see the VIP whereas other issues appeared at the same time, it was kinda frustrating. Furthermore, I think that some UI hints of where the issues appeared on the spaceship could help to play faster.

Anyway, good work !
🎤 Rein
22. Apr 2020 · 19:08 UTC
@taran-unraveler @trexxak @khud0 @edalbung - Thanks for the feedback! I've added some more info to the hints in the game description to help offset the lack of in-game instruction. Communicating these things in-game would definitely have been ideal however.
Gorypixels
24. Apr 2020 · 19:33 UTC
Super funny! That simple mechanic of making the baby fly off a bit is just hilarious, specially in this setting ajjajaaj One of the funniest of the jam so far!
xart2012
25. Apr 2020 · 01:29 UTC
hard to find air leaks, and it runs out too fast
Popo3744
25. Apr 2020 · 10:41 UTC
Really fun game, had fun playing it. Good details too!
Alia Zanetsu
25. Apr 2020 · 15:33 UTC
Hi ! Nice concept and good controls !
Arktas
26. Apr 2020 · 14:29 UTC
Didn't manage to find anyè breach in this huge ship without a map, something indicate where to go (or global direction of problem) cause I try many time to understand the ship architecture but it's quite hard ^^. Any way, excellent job game is really polish in term of graphic and sound ! I will try it again if you have some helpfull tips :p
🎤 Rein
30. Apr 2020 · 01:43 UTC
@arktas the lack of a map is definitely a major issue. My only recommendation is to pay attention to the direction of the impact sound when it happens and try to zero in on it by following the wooshing air sound. I also recommend trying to get a feel for the layout during the first 30 seconds where things are less likely to happen.
qqcs
10. May 2020 · 20:22 UTC
It took a few tries to explore the layout of the ship. A pretty reliable way to win is to immediately turn on the oxygen generator and then just camp with the alien, only stepping out to restart the reactor and occasionally step out to fix holes. I never used the shields because asteroid fields just didn't do enough damage.

I think a minimap or pointer isn't strictly necessary, but an image of the layout of the ship would help a lot. That said, the ship is strangely empty yet busy. As in, there are rooms that have a lot *stuff* (chairs, desks, lockers, etc.), but those rooms doesn't have anything you can do in them (besides fix holes). Because there's no reason to remember those rooms, it's harder to keep a mental picture of the ship. Of course, adding more gameplay takes more time, so instead you try making the ship smaller. With that you could make asteroid fields more dangerous without feeling impossible, and make shields a viable option.

I would have liked to listen to the music more, but I had to turn my volume down after being deafened by a hole right next to me.

Overall though, the game makes good use of the theme and when things line up there's hints of *Overcooked* or *Lovers in a Dangerous Spacetime* in there!