Six Seats Left by F1Krazy

In less than 24 hours, the asteroid X-437 Fatalis will collide with Earth, wiping out almost all life. Thousands of rockets are waiting to ferry mankind to the safety of the stars.
You are the captain of one of these vessels. And you have a problem.
There are fifteen people waiting to board... but only six seats left.

Talk to the passengers, then decide who to save and who to leave behind. Some passengers' fates may change depending on who else you save, so multiple playthroughs are recommended.
Controls:
- Arrows: Move / Select
- Z: Talk / Advance dialog
- X: Skip intro
Changelog:
- V1.1 (08/11/2023) - Post-jam update (full changelog here)
- V1.01 (02/10/2023) - Fixed crash during ending
| Newgrounds (V1.01) | https://www.newgrounds.com/portal/view/901333 |
| PICO-8 | https://www.lexaloffle.com/bbs/?tid=54415 |
| itch.io (V1.01) | https://altrix-studios.itch.io/six-seats-left |
| Original URL | https://ldjam.com/events/ludum-dare/54/six-seats-left |
Ratings
| Overall | 130th | 3.709⭐ | 45🧑⚖️ |
| Fun | 215th | 3.341⭐ | 43🧑⚖️ |
| Innovation | 146th | 3.571⭐ | 44🧑⚖️ |
| Theme | 26th | 4.381⭐ | 44🧑⚖️ |
| Graphics | 183th | 3.465⭐ | 45🧑⚖️ |
| Audio | 225th | 2.965⭐ | 45🧑⚖️ |
| Humor | 143th | 2.875⭐ | 38🧑⚖️ |
| Mood | 19th | 4.024⭐ | 44🧑⚖️ |
| Given | 29🗳️ | 34🗨️ |
At the end of the epilogue, as soon as the fade-out completes on the rocket the game crashes with:

I played the version on lexaloffle. I had Franklin, Caitlyn, Scarlett, Denise, Alice, and Terry on my ship (if it matters).
Don't forget to play and rate other folks' games!!!
I've been busy this week (and will continue to be busy for a little while) but I'll make time to rate everyone's games, don't worry!
Good job!
Edit: just favorited it on Newgrounds.
Congratz of finishin the compo title!
Really liked the idea and minimalistic gameplay.
Thank You for submitting that one!
See ya on the next jam!

One of my main hobbies is classic menswear so the gentleman was accepted right away. One of my main dislikes about humanity is religion so the religious woman got rid of right away as well, and religion in its entirety with her.
In this game I can see the consequences, but the intro dialogues look like a generic filler in terms of the information. You can learn some of the facts about the person, sometimes. But it doesn't mean that you can make any assumptions with the consequences. For example, there is a k-pop fan that is probably easily distracted and your first instinct is that they're probably not the best candidate for the crew as this whole internet culture may not even exist outside of the Earth (space wi-fi?). But I took them anyway and they turned out to be OK and became a singer.
Since this is a LD game, I can only suggest a simple solution to that: add some kind of a bio page for every person. Some profile page that would give you a couple of hints what may happen if you take them. For example, a person X may dislike food A, another person Y likes to cook and their favorite dish is A. If you take both of them, there is a potential for a situation where Y is going to be a cook and their dish of choice is something that the other person dislikes. It's a simple example, but that would make some drama at least a little bit predictable. It doesn't have to spell of the important facts and connection, just enough to make the choices feel meaningful.
It would be also nice if you could pick less than 6 people. Although this would mean that you have to write more "endings". Why would it be a good thing to have? Because I enjoy the gamey part of the games more than their narrative. For me, having an option to choose less people means there are more choices and combinations. In narrative-heavy games it's hard to find a way to incorporate an actual gameplay and not turn it into something else. In this particular game, adding more freedom to the selection part would add this extra bit of gameplay that could make it a better game in my point of view.
Don't get me wrong, I'm not against this kind of games. But I think they can be better and simple mechanical things can add some depth to their gameplay.
I played this game 2 times and got somewhat different results. I may try a couple more runs to see how varying the endings can be. :)
@jesus-gonzalez That was part of the idea: I was curious as to what kind of reasons people would find for saving certain characters or turning away others. I'm not judging anyone for their selections, but I do find them fascinating.
Fascinating.
What's funnier - I believe our games share some striking similarities. Feel free to give it a try!
Also, I'm left wondering how much order matters: if different players take different paths through the crowd, would they be more likely to pick different people? How much would placing people randomly at the start of the game impact the experience for each fresh player? Developing it further with more characters to shuffle in for different playthroughs and giving each character a few different sprites so they aren't instantly recognizable would make this a good game to replay. This is the sort of game that makes me very curious to see stats on player choices.
Very neat, a lot to think about both philosophically and in terms of game development!
@octahedron I'm not sure how to approach that. The ideal solution would be the ability to repeat the initial conversation, but I'm not sure whether that would detract from the realism. Glad to hear you played it multiple times!
@lincolnsalles Yeah, it's not the most exciting game in the world, I'm afraid. Physically dragging the people into place could work, but I'd have to think about how to implement it.
I really like the take on the theme here!
The story is interesting. At first I tried to get the characters I found the most worthy, then I played a few times to see how every character ends up. Really liked the dialogue and the realism
Very good little game!
I think sometimes I didn't really have enough information to make a proper decision. It's like, a doctor? Easy decision. Just some impatient guy? Idk. He could be an even better doctor for all I know.
Could be more meaningful if you could ask them more questions, and sort of do a bit of detective work to make a decision.
Still, it was very cool to see the story sort of play out based on who you chose. The dialogs and the conclusion narratives were nice to read, and well written considering how concise they needed to be.
- I know Pico surely has limitations, but I would like other colours beside usual vivid.
- Too high-pitched voice for women
- Also Pico may not a right choice to tell the story since the sprites are not enough to convey how unique each person is...
- Also having a number would be nice. It's a shame I forgot how many people I got on board.
- Bug when arrow appearing above the personal
- (Okay, I'm in rush and does not take the time to fully appreciate the game.)
- Frustrating since the most important is the dialog, however you can't skip when you replay. And there are bonus dialogs with who you pick. (I know, it's weird to be completionnist at this kind of thing.)
Can you elaborate on the bug with the arrow indicators? I can probably fix it in the update but I need to know what I'll be fixing first.