Valiant Stars by LCStark

Objectives
Destroy all enemy motherships
Gameplay
Your motherships will spawn attack corvettes. They will move toward the signal beacon, and once they reach it, they'll go toward the closest enemy mothership. Use the signal beacon to manoeuvre your ships around your enemies and destroy their fleet before they destroy you!
Each ship you destroy will yield you some scrap, in addition to small passive income. Use gained resources to call in more motherships. Your enemy will do the same, so you better be quick about it!
Controls
Use Left Mouse Button to use GUI elements. When signal beacon is toggled, use Left Mouse Click in gameplay area to move the beacon to new location.
To speed up time, you can hold T (or Shift + T for even greater speed).
Assets
All graphics and music were made during the jam.
The Gyrotrope font is used under SIL Open Font License, Version 1.1
Copyright 2025 David Moles (https://github.com/dmoles/gyrotrope-font), with Reserved Font Name Gyrotrope
Updates
2026-04-28
Small update to the web build, fixing template's loading progress CSS.
| Link | https://lcstark.itch.io/valiant-stars |
| Link | https://lcstark.itch.io/valiant-stars |
| Link | https://lcstark.itch.io/valiant-stars |
| Original URL | https://ldjam.com/events/ludum-dare/59/valiant-stars |
Ratings
| Overall | 218th | 3.182⭐ | 24🧑⚖️ |
| Fun | 212th | 3.045⭐ | 24🧑⚖️ |
| Innovation | 243th | 2.886⭐ | 24🧑⚖️ |
| Theme | 213th | 3.182⭐ | 24🧑⚖️ |
| Graphics | 214th | 3.114⭐ | 24🧑⚖️ |
| Audio | 138th | 3.31⭐ | 23🧑⚖️ |
| Given | 20🗳️ | 23🗨️ |
If this was more than a compo entry I expect there would be more ship types and perhaps multiple signals. Still very impressive for a weekend's work and it is inspiring me to work on my own space RTS.
> If this was more than a compo entry I expect there would be more ship types and perhaps multiple signals.
Yeah, I actually prepared a everything to have multiple type of motherships to buy, each one spawning a different type of corvettes, and each type of corvette would have its separate signal to control. But yeah, scope cuts had to happen. We'll see if I can find some time over the next few days and weeks to implement a post-compo version. ;)
when you understand - that's over 😄 like this swarm of ships 🛸
This was fun! The signal spatial mechanic was subtle but very effective! I lost very hard my first try, and _just barely_ gained more momentum than my opponent the second.
Very fun!

I like the simple and clean art, maybe the signals button could be a bit highlighted so it pops out a bit more, especially on the first run where you are not sure what is going on.
Music and sound design are great, maybe some additional sound effects for placing the signal and spawning new ships.
The trick, like in RTS games and something simpler like age of war, is recognising a number's advantage - setting your gather point close to home automatically to group automatically means that the defender has an inherent advantage, as the enemy forces trickle in while you have a group going to decimate them.
Enjoyed playing - nicely done!

I think that since there are essentially only two options of either moving signal or adding a new motherboard, it feels like just clicking into the map without having to click on signal button first would do the trick, but like, that's nitpicking, and I guess you wanted to do more things over there.
It seemed like a relatively even battle for a while, but I got scrap quicker than the enemy, which let me spam more and more new ships, and I ended up overwhelming the enemy ships (and my CPU) like this:

The game almost went to a standstill, but eventually, my poor CPU managed to compute it until the victorious end! Had a lot of fun with this one, well done!