Roids by CasualNothing
You are a space traffic controller! Guide space ships through an asteroid field into your station's hangar.
You will be controlling multiple ships simultaneously, make sure to flip between views to track them all as you go.
The video signal from each ship is delayed by a few seconds based on how far away it is from the station. The amount of time the specific signal is delayed by is shown on the ship info screen on the right.
If you crash 5 ships, you lose!
Each ship has 3 laser shots you can use to blow up asteroids in the field, making navigating easier.
Controls:
Left click in-game buttons to change ship camera, maneuver ships, and shoot
Right click to zoom in
Ratings
| Overall | 735th | 3.03⭐ | 35🧑⚖️ |
| Fun | 754th | 2.691⭐ | 36🧑⚖️ |
| Innovation | 287th | 3.591⭐ | 35🧑⚖️ |
| Theme | 386th | 3.824⭐ | 36🧑⚖️ |
| Graphics | 587th | 3.368⭐ | 36🧑⚖️ |
| Audio | 506th | 2.909⭐ | 35🧑⚖️ |
| Humor | 609th | 2.167⭐ | 32🧑⚖️ |
| Mood | 688th | 3.094⭐ | 34🧑⚖️ |
| Given | 29🗳️ | 45🗨️ |
Good work!
@5n4k3 Thanks!
@richjbaron The frustration is understandable, but is the concept we wanted to explore for this game. That's also why we made the ships as slow as they are, so it's not overwhelming while dealing with the delay.
@reed-molbak A fair criticism. The buttons do make a sound when pressed. Physically moving the buttons was on the todo list, but we couldn't get it done within the jam window. Also agreed on the camera look + zoom combo. Were we to do it again I'd try for camera translation with mouse move instead of camera rotation.
@digital-bacon Thank you! That's basically what we were going for with the delay.
@nikaz Thank you!
@glitchproduction Thank you! Our 3D model maker did great work. Yes, the delay was intentional. We wanted the explore the idea of the delay you'd experience over very long distance communication.
@cloverfall Thank you for giving it a chance as a mechanic! We felt it had some depth to make it worthwhile in the face of the surface level frustration.
@mattlevonian Appreciate the detailed comment. We wanted the control setup to have some level of awkwardness so it felt like you were controlling them remotely rather than just simply piloting the ships. It's a balancing act in that way. I do agree that, while it is present, the delay information could have been communicated more clearly.
The first person perspective was again chosen to make you feel like the player 'character' is there in the control tower rather than at the terminal in the ship, but I could see how a static interface would make for easier control.
I will concede that the screens could have been a larger portion of the player's screen. When playing the game on full-screen (rather than on Ludum Dare's embedded web build) it's easier to see what's happening with the screens. The linked itch.io web build supports full screen.
Gamepad input would be great but wasn't in the cards for how much time we had.
What would you suggest for making the the asteroids easier to parse visually?
I agree that making the signal delay more prominent would be helpful as mentioned above.
If by the 'main view' you mean the window above the control console, that would be an interesting idea.
@artemget Nice work! We could have made the ships faster but we kept them slow to make the game not overwhelmingly difficult. The video feed delay is present by design to simulate the communication over long distances. As the ships get closer to you the delay decreases. And actually, as a peek behind the curtain, it's just the video that has the delay. Your commands sent to the ships happen instantly, so there's no delay in 'input' per se. In fact, if you watch the ships out the main window above the control panel, you can see them responding to commands with no delay.
I really liked the music though, well done :)
You could think about ways to make the game feel less punishing. Or maybe it’s mostly about atmosphere.
If you add screen shake and the rumble of explosions, plus bursts of static after ships are destroyed, it would make things more engaging and you’d start to perceive the lag as a real part of a dispatcher’s job. Great game, congratulations!