Space Support by Jaacob
You are a service drone, distributing resources between space stations in the middle of ever-growing meteorite storm. Each station generates different kind of resource (hexagonal marker). Keep the stations alive - supply them with all the resources they need (diamond markers). When a resource is depleted for too long, station's gonna take damage.
HQ station heals you and generates upgrades periodically, so don't forget to take a detour and stop by.
Gameover if you or any of the stations explodes.
Game controls with WASD to move and Spacebar to pickup things.



Graphics are hand-made.
SFX: https://assetstore.unity.com/packages/audio/sound-fx/ultimate-sound-fx-bundle-151756
Music created in https://www.audiotool.com/
Post-submission build contains small bugfixes: - game crash when trying to pick up astronaut - mute buttons fixed
| Youtube | https://jaacob.itch.io/space-support |
| Original URL | https://ldjam.com/events/ludum-dare/46/space-support |
Ratings
| Overall | 295th | 3.929⭐ | 30🧑⚖️ |
| Fun | 345th | 3.786⭐ | 30🧑⚖️ |
| Innovation | 566th | 3.625⭐ | 30🧑⚖️ |
| Theme | 322th | 4.107⭐ | 30🧑⚖️ |
| Graphics | 298th | 4.286⭐ | 30🧑⚖️ |
| Audio | 209th | 3.964⭐ | 30🧑⚖️ |
| Humor | 1031th | 3.019⭐ | 28🧑⚖️ |
| Mood | 767th | 3.643⭐ | 30🧑⚖️ |
| Given | 52🗳️ | 3🗨️ |
Having a resource to spend (like a shield that makes you invulnerable for a short time, then needs to recharge) could be a way to add some depth.
The only issues I had were that the meteor storms can get chaotic enough that I didn't feel like I could do much dodging, especially given the area I could view in relation to my steering ability. Also, it took me a round to exactly understand what the UI was meant to mean, I thought at first that the station damage on the hexagons was some sort of progress bar on producing a good. That could maybe be made a little more clear.
Good stuff overall though, played it multiple times :)

1 - Mecânicas, Aprendizado e Fluxo:
Gostei muito da mecânica, com uma ou duas tentativas eu consegui entender o conceito (até onde joguei, pretendo voltar e jogar mais porque gostei bastante do jogo).
O fluxo deixa a desejar, porque começa muito difícil (ao meu ver); talvez seja porque não fui muito longe (ainda). Então fiquei mais ansioso (nada entediado). Gostaria de saber se no late game isso se inverte ou se continua difícil.
Talvez seja interessante ter diversos estágios com novas mecânicas que atrapalhem que venham surgindo (não sei se já existe, porque (novamente): eu morri muito, hahahahahah).
2 - Gráficos, Áudio, Narrativa e Polimento:
Os gráficos são simples e intuitivo (especialmente depois de entender a mecânica). Então (ao meu ver) ficou bem feito.
O áudio também cumpre o papel.
Com o aumento de conteúdo surgiria a demanda por maior polimento e manter tudo coeso como parece estar.
Pode ter narrativa, mas a mecânica não demanda por isso atualmente.
3 - Cultura:
Pode conversar muito bem com Ciências e com ficção científica ou filmes baseados em ciência não fictícia.
Isso pode expandir (facilitar encontrar) o nicho para entregar o projeto.
O jogo indo bem, pode fortalecer no sentido contrário: atraindo pessoas para Ciências.
4 - Monetização:
Creio que o jogo possa vender no Steam (nada muito ambicioso, mas creio que possa render alguma coisa).
Especialmente se o jogo tiver diversas camadas (estágios com cada vez mais mecânicas).
Para isso, creio, haveria melhor balanceamento do fluxo de jogo (já citado em [1]).
1 - Mechanics, Learning and Flow:
I really liked the mechanics, with one or two attempts I was able to understand the concept (as far as I played, I intend to go back and play more because I really liked the game).
The flow is poor, because it starts very difficult (in my view); maybe it's because I haven't gone very far (yet). So I became more anxious (nothing bored). I wonder if in the late game this is reversed or if it is still difficult.
Perhaps it is interesting to have several stages with new mechanics that hinder any that may arise (I don't know if it already exists, because (again): I died a lot, hahahahahah).
2 - Graphics, Audio, Narrative and Polishment:
The graphics are simple and intuitive (especially after understanding the mechanics). So (in my view) it was well done.
Audio also plays the role.
With the increase in content, there would be a demand for greater polishing and keeping everything cohesive as it seems.
It may have a narrative, but mechanics does not demand it today.
3 - Culture:
You can chat very well with Science and with science fiction or non-fictional science-based films.
This can expand (make it easier to find) the niche to deliver the project.
The game going well, can strengthen in the opposite direction: attracting people to Sciences.
4 - Monetization:
I think the game can sell on Steam (nothing too ambitious, but I think it can pay off).
Especially if the game has several layers (stages with more and more mechanics).
For that, I believe, there would be a better balance of the game flow (already mentioned in [1]).
About the upgrades you can collect, I didn't feel any change or improvement. Also, the stations demands at one point are impossible to meet, I mean running across 4 stations (+ avoiding asteroids) to pickup and deliver takes more time that 3 station countdowns popping almost at the same time. Would also want something against asteroids, like a long cooldown missile or dash, sometimes they will trap you and an "oh sh*t !" button would be great here.
Good job !