Deep Space 99 by CG_Fred
In this game you get to venture deeper and deeper into space to fix the Unity Star Node System which has stopped working.
It took me 26 hours to make this game.
Tools used: Kenshape (Models), Audacity (recording of voice for SFX), Gimp (UI), Unity (Game engine)

| Link | https://casualgamesnu.itch.io/deep-space-99 |
| Link | https://casualgamesnu.itch.io/deep-space-99 |
| Original URL | https://ldjam.com/events/ludum-dare/48/deep-space-99 |
Ratings
| Overall | 670th | 3.654⭐ | 28🧑⚖️ |
| Fun | 402th | 3.712⭐ | 28🧑⚖️ |
| Innovation | 1261th | 2.96⭐ | 27🧑⚖️ |
| Theme | 1481th | 3.14⭐ | 27🧑⚖️ |
| Graphics | 543th | 3.981⭐ | 28🧑⚖️ |
| Mood | 612th | 3.708⭐ | 26🧑⚖️ |
| Given | 22🗳️ | 28🗨️ |
The last level was quite hard, but eventually got it. Can get quite hectic really fast when multiple ships are firing at once.
As for the other aspects of the game, it was simple but fun! It didn't feel too long, and one of the biggest compliments from my friend was "a lot of these 3D games have really clunky, unresponsive, or subpar controls to movement, but in this game the ship moves exactly as I want it to and feels great." The use of the theme and innovation weren't groundbreaking, but not all games need to be innovative and the theme isn't the most important part in my eyes anyway. It's just a jumping off point for inspiration.
Overall really good job!
@warxen Thank you so much.
@cogcomp Ohh yeah LAZERS is all you need, well maybe sharks with Lazers but that will be in the 2.0 version :)
@azagaya Thanks for playing and super glad that you liked it.
@weirdybeardyman I always wanted to try a bit of dynamic music and this was a perfect time for it, glad that you liked it.
@qorthos Thanks! I can't take credit for the music as it was the only asset that was not made by me.
@jesterseraph Wow thanks a lot for playing the game so much and sharing your story. Super glad that you had so much fun with it. I opted out of Audio because I didn't make the music myself so it didn't feel right. Humor was opted out by accident when I submitted the game at 2 am in the morning ;) I had a lot of fun making the sound effects and I recommend everyone to do that because it's fun both to create and for the people playing. Had another game jam where I hummed the Zelda tune in the background as music and people loved that part. I had a lot grander plans for the innovation but as per usual it was waaaay over scoped so this was my plan C. That is why the fuel doesn't really matter in the game. The initial idea was more of a rogue lite game where you had to collect scraps and visit space stations with the ability to get missions and trade.
If you add in a lot of the roguelite elements that you planned to add in, I could see this being a seriously cool game.
I enjoyed the game, but I had to download it because the framerate was a bit low in browser.
Dodging and shooting the missiles was the part I liked the most because it made me feel immersed in the game somehow.
There is a "BackUpThisFolder_ButDontShipItWithYourGame" folder in the download :D
Maybe add more weapons to add more depth to the gameplay.
Good work :clap:
@evil-villain-games Thanks! Yeah, I wanted it to be kind of clear for the player where to go. At first I didn't have them and often got lost myself even if I knew where the energy sources was supposed to be.
@inappropriatename & @skiddings thanks!
@bamallama yeah I agree with that. Maybe sometime in the future I'll come back to this project and then the first thing to add would be roguelite elements.
@rusty-bailey thanks! The mouth SFX was my last resort as I was running out of time, glad that they turned out as good as they did and I think it adds a little personality to the game.
@dergamer balancing wasn't something I had time for sadly but yeah it was a bit hard to loose incoming missiles. I had an idea to be able to drop some decoy but time ran out.
@plomeg the only update was adding a PC download version for the ones who had issues with framerates on the HTML5 build. Ahh yes, that folder is gone now, thanks for the heads up :)
@quinn-patrick thank you! Yeah the fuel gauge has zero impact on the game. The original plan was that you would venture out into deep space and then defeat enemies and mine asteroids and then return to your mothership where you could buy fuel and upgrade with your ship with larger fuel tanks and such. But scope was waaaay to big so cut it down but left the gauge in the game, last minute I also had to figure out what should happen if you run out of fuel so just did a quick ugly you'll blow up solution :) The reason why the stars are below you is that the game was supposed to be top down. With like 12 hours left I changed it to a chase camera view instead! Here is how it looked before that change

@verygenuinecraze & @villanelle thanks! Yeah if I come back to this project then I would defiantly do that.
I like the minecrafty ships, the music fits perfectly and the explosions are great. You introduced the story very well.
The only gripe: Too many torpedos. But hey, maybe I just need to practice more :)
Good job overall!