Type II by Jo Bettaque

In Type II, you control a Space Faring Civilization on it's quest to become a Type II Civilization on the Kardashev Scale and harness the full energy output of its star.
Launch Energy Collectors into space and manage their orbits to maximize energy collection while avoiding collisions.

Win by placing a lot of them in a stable orbit!
Being able to win was part of a fix that also added now working trails postjam.

Controls
- Aim, hold and release with your Left Mouse Button to launch energy collectors.
- Press Space to use fuel and slow down the collector to adjust the orbit.
- You can speed up and slow down time with the arrow keys.
- Hover over collectors to select them for adjustment and view their orbit.
You have 10 minutes to construct your energy collection network. Good luck!
There is a postjam version at https://type2.dynv6.net Known bug right now, braking brakes all satellites.
Its still in development so there are quite some changes. It also works somewhat on mobile now, a bit laggy.
We welcome any feedback!
Development
This game was developed using the Bevy game engine and is open source.
Other tools used: - Photoshop - Ableton Live - RustRover
Credits
Lilly, Jo, Johannes, Alex
| Source Code | https://github.com/lilioid/ldjam58 |
| Link | https://wannerdev.itch.io/type-two |
| Original URL | https://ldjam.com/events/ludum-dare/58/type-ii |
Ratings
| Overall | 280th | 3.647⭐ | 36🧑⚖️ |
| Fun | 322th | 3.456⭐ | 36🧑⚖️ |
| Innovation | 76th | 3.912⭐ | 36🧑⚖️ |
| Theme | 394th | 3.676⭐ | 36🧑⚖️ |
| Graphics | 524th | 3.364⭐ | 35🧑⚖️ |
| Audio | 302th | 3.406⭐ | 34🧑⚖️ |
| Humor | 655th | 2.14⭐ | 27🧑⚖️ |
| Mood | 340th | 3.625⭐ | 34🧑⚖️ |
| Given | 38🗳️ | 43🗨️ |
Great entry, hard to understand clearly. And I don't know if I made a good score or not? Maybe a goal would be pertinent? Nice job though :clap:
Loved this game! Super moody and tough to get any orbits without them colliding into each other but also kind of addicting... Beautiful execution. 10/10 would Kardashev again
I don't agree with the other commenters here — making the path visible before release would trivialize the task quite a bit. Calculating the most effective orbit is the main point of this game, after all. But maybe it’s possible to add some kind of indirect assistance, like visualizing the gravitational pull of the star.
The frustrating bits:
- When trying to adjust the orbit tapping the space bar twice or thrice sometimes got registered "full stop" and used up all available fuel to slow down the satellite as much as possible.
- The hitboxes for the satellites would be alright in relation to the debris, but them colliding together feels like it should be more forgiving, especially in the context of them being satellites they shouldn't have a hitbox as big as the planet looks to be here in the game. :sweat_smile: I'm not against satellite to satellite collision, but it should really only happen when they're completely overlapping imo. Also whether only one or both satellites get destroyed by that felt very random. ^^'
- Some sort of "spawn protection" for the satellites as they get sent out would have been cool, it's very easy to only focus on the tip of the arrow and concentrate on getting the orbit just right, and then completely forget to check if the path is clear and accidentally end up destroying one of your most productive satellites.
- Debris spawning right inside one of your satellites... happened at least 3-4x in every playthrough so far :sweat_smile:
Nice to haves:
- Better control over the satellite, even just another key to accelerate the satellite instead of decelerate would open up a lot more strategy and fine control.
- Debris notice in advance, making it enter from the far side of the screen, something like that to be able to prepare.
- Making the planet's orbit visible. (at least with my strategy of making them all orbit in the same direction to avoid collisions and as circular of an orbit as possible, using the tangent of the planet's orbit as a base)
The good:
- The UI design, it's minimalist and retro in the best sense, good job there!
- Cool concept and setting, definitely not what I would have thought of when I saw "collector" being the winning theme!
- It's super satisfying to see how the projected orbit changes as the satellite gets closer to the sun or decelerates, generally also just the whole orbit mechanic is very well done and well communicated to the player with the moving 'x's matching the speed that the satellite would do at that point of the orbit. Sure a preview would have been nice as others said, but I think it works well without it, after your first 10 or so satellites you already get a decent feel for how the orbit will turn out.
- The game might be super difficult, still haven't beaten it, but it does feel like a challenge I want to try again and again, well done there too! :3
Nice job overall, keen to see what else you all have in store in future game jams :3
@aurora-bee i also changed the hitboxes and the debris a little should be a little less frustrating now.
what was your score btw ?

Pretty cool - would be good to have a little more visual feedback on the 'collecting' part, maybe some rays of sunlight for when the panels are facing the sun etc.

