Prospects by Bobap
Inspired by the crafting system from Star Wars Galaxies.
You play as a prospector on a rocky border planet. Your goal is to triangulate mineral deposits and extract resources to sell and upgrade your equipment. Further details can be found on the in-game tutorial page.
Controls - full KBM - partial controller (no interface binds):
[WASD] or [Left Joystick] - Movement, will also cancel mineral collection
[Tab] or [Y] - Open and close the Scanner interface
[E] or [A] - To interact with the merchantbot, Frank, and your hoverbike
[Shift] or [Right Shoulder] - Will allow you to sprint when on foot
[C] or [Right Trigger] - Will start or cancel mineral collection
[Esc] or [Start] - Pause game or close any currently open interfaces
Made in Godot 4.x
All graphics made by me using Illustrator with the exception of two icons from https://game-icons.net/, courtesy of Lorc and Delapouite.
Audio courtesy of various artists from Freesound.org:
https://freesound.org/people/Peter_Gross/
https://freesound.org/people/earthsounds/
https://freesound.org/people/newagesoup/
https://freesound.org/people/kernschall/
| HTML5 (web) | https://bobap.itch.io/prospects-ldjam59 |
| Original URL | https://ldjam.com/events/ludum-dare/59/prospects |
Ratings
| Overall | 624th | 3.283⭐ | 25🧑⚖️ |
| Fun | 636th | 3.022⭐ | 25🧑⚖️ |
| Innovation | 709th | 2.848⭐ | 25🧑⚖️ |
| Theme | 452th | 3.696⭐ | 25🧑⚖️ |
| Graphics | 625th | 3.261⭐ | 25🧑⚖️ |
| Humor | 591th | 2.273⭐ | 24🧑⚖️ |
| Mood | 673th | 3.152⭐ | 25🧑⚖️ |
| Given | 17🗳️ | 23🗨️ |
The scanner idea works well for a resources farming game and suits the theme!
The game felt a little bit too slow for a game jam imo, and the upgrades felt a little bit redundant. Maybe I didn't play long enough but I would have been way more hooked with more diversity and less re-used mechanics.
One of the few things that would have made the game more interesting in my opinion (while still being feasible in a game jam format):
- add randomness in the ores values, maybe have a board at the sell shop that would show you the current price for each ore ? Maybe the market would evolve when you sell too much of a specific ore, or just could change over fixed periods of time, forcing the player to come back to the shop at a regular rate.
- add a turbo for the motojet (as an upgrade ?), something that would make you go faster in straight lines while reducing manoeuvrability)
- have a map (this one can be more tricky to do in time)
- the scanner could give more info. If i'm not mistaken, the pitch change in sound is pure random, while it could have been a nice indicator of how close we are to a mineral deposit
- have 2 or 3 additional motojets for sale ! It would be a nice motivation, i'd instantly feel like "ooooh what does this one do ?"
- have a auto-mining robot of some kind that I could drop and forget for a while.
Also I think the UI isn't usable with a controller, which would have been nice.
Once again, I played for 10min or so, so if I missed mechanics I'm sorry :)
Anyway, congrats for succeeding in making a functionnal game in this jam!
- The code for random ore values is actually there, but I bailed when I determined the UI would take too long.
- Turbo I thought about when attempting to sprint a few times when on the bike and actually would have been really quick, but I just forgot.
- Minimaps are actually a mystery to me, I definitely need to look into making them so I could have them in my toolbox for next time.
- The scan pitch **is** random, good catch. I use the same code and audio pool for playing basically all the sounds. I had the same thought when I initially added the scan ping, but it got pushed to the end of my polish list unfortunately.
- I 100% wanted more bikes. The code is all there to adjust maneuverability, speed, acceleration, and turning, so it would have been quick to make them. As you may be able to tell, the hoverbike that we do have is actually still placeholder art I made the first night of the jam and would have felt bad half-assing additional bikes without making a proper first one. Should have just bit the bullet on that one.
- The auto mining rigs were literally the next thing on my list and would have made it in if I skipped the environment bits. So sad about that.
Controller UI might have been simple to implement, but I don't have the experience with it and got scared away from attempting it during the jam. I also found some crashes when using the controller to enter/exit the bike, so careful with that. Might be a problem with my controller double-inputting though.
You didn't miss anything and all your points are absolutely on my radar. It ended up being a lot more shallow than I was hoping. Taking away important lessons from this one about prioritizing better and playtesting core gameplay loops before diving into QoL and polish.
There were some scaling issues on my Macbook Air (game was really wide, couldn't see entire screen). We had similar issues with some Windows users on our Godot game. Not sure if it's the same issue or not but we fixed it with:
Project Settings → Display → Window → Stretch:
Mode: canvas_items
Aspect: keep
@mostlypants That is curious, because those are the settings I use. Should have fit and given you black bars. Could be that the native resolution I set it to was 1920x1080. Did you play on ldjam or itch and was it fullscreened?
@kkritselis Good note. The material spawn locations *are* randomized, but the first material nodes are huge and there are a lot of them meaning that there *should* typically always be one nearby. It's likely you got an unlucky seed. Seems like the solution wasn't sufficient. I should definitely force one close spawn before running the random gen for sure. The balance was trying to have one in scanner range, but not on top of you so that you have to at least move a little bit for the first one.
p.s. ended up getting all the upgrades! Could see it being fun with some creatures to escape from or obstacles to dodge.
I for sure wanted to get way more obstacles in. Hostile creatures, or creatures in general, would be fun. I actually hadn't thought of that. Imagine the horror of accidentally splatter killing a poor little critter.
Gameplay is somewhat lacking but it feels like the basis of something great.
Do the upgrades stack? It seemed odd that the higher numbered ones were more expensive but were no better.
My controller kept giving double inputs which made the toggle buttons hard to press.
The upgrades do stack, yeah. You can see the stats at least for the scanner on its UI at the top with the "Range" and "Interval" values.
I noticed the double controller inputs after submission and haven't had a chance to look into why that is happening. Thanks for the feedback on that though since I had initially thought it was just my controller because it's old.
@nnovak The meta is definitely to skip over materials. I didn't get a chance to balance the economy. A rotating "stock market" of materials would definitely help encourage targeted farming.
Well done! :)
Driving the speeder was so satisfying! It had just the right feel to the motion. I was proud when I even managed to steer it inside when I was going back to sell materials. Didn't feel as smug when I struggled to get it outside again though :laughing:
The gameplay of scanning for minerals was fun and quite engaging. Good choice of mechanic for the theme, I think it worked really well. It was fun to keep upgrading your equipment. I can confess that I kept it running overnight to farm minerals, hehe. It still worked great to continue playing this morning. Good job on making it stable! Most of my games will freak out if left running for to long... :P
Good game!
The art was nice, really felt like setting out into a wilderness to find the minerals, shout out as well to the scanner ping graphic, I liked that it seemed to not just be a perfect circle, it was a bit wobbly (or maybe it was just my eyes). Overall a fun game and a well polished game jam entry, well done!
Would make sense if the speeder could only hold so much weight of ore, then you could have different speeders to upgrade to. Or different traders in different locations that will buy ores for varying prices. Maybe bandits or alien wildlife raids while you're mining, meaning you have to run or fight etc. That's turning into something way bigger than a jam game, but you really could do a ton with this!
The game felt like actively playing a Rimworld character. The speeder controls were super smooth, the camera zoom was maybe a little aggressive at times, but overall, driving the speeder was the most fun in the game! The UI was polished and slick as well, good job!