Project Earth by anstabo
Turn Earth into a Spaceship to escape the unstable dying sun.
Controls:
W/S or Z/S to use propulsion or brakes
A/D or Q/D to steer the planet
Left mouse click to Select and confirm actions, Right mouse click to rotate view around and mouse wheel to zoom-out zoom-in.
Project Earth is a resource management and navigation based game, build a smart economy to produce enough fuel to escape the unstable dying sun.
Tips to win: Make sure to go near each planets you come across to automatically scavenge extra fuel.
Please prefer playing the downloadable version rather than the WebGl one. The horizontal compass is not working in WebGl, although you can still play without full 3D compass.



Here is a trailer showing the main features: https://www.youtube.com/watch?v=Pwc4vGM63DA https://twitter.com/BruteForceGame/status/1445187158965379073
| Link | https://anstabo.itch.io/project-earth |
| Link | https://anstabo.itch.io/project-earth |
| Original URL | https://ldjam.com/events/ludum-dare/49/project-earth |
Ratings
| Overall | 26th | 4.338⭐ | 42🧑⚖️ |
| Fun | 70th | 4.128⭐ | 41🧑⚖️ |
| Innovation | 14th | 4.388⭐ | 42🧑⚖️ |
| Theme | 204th | 4.125⭐ | 42🧑⚖️ |
| Graphics | 8th | 4.75⭐ | 42🧑⚖️ |
| Mood | 35th | 4.382⭐ | 40🧑⚖️ |
| Given | 39🗳️ | 28🗨️ |
(Oh, and it seems we have the same taste about great sci-fi 4X)
Nice touch of dry humour too, this was great.
Overall, I would not be surprised finding this kind of a thing on Steam with a little more development. Great work
I will say the resource management and building didn't work out too well for me though.
Like the sun gave too much pressure and I didn't have time to read and understand what each building did on my first attempt so I wound up just building random buildings and hoped for the best.
Don't know if you considered having a pause or slow down time button, but those might give players more time to consider building options. Might take away from the stressful chaos of the game.
Flying around siphoning resources from planets while outrunning the sun is very fun.
And of course, amazing look and feel!
Btw how did you made the hex-sphere thing on the earth? Is it from any library/asset you're using? I've been wanting to make some games with the hex tiled system on a sphere.
I love the intro tutorial, it's so funny how the message is at first like "oh by the way that's the sun, you can ignore it" and then it shifts to OH NO WE HAVE TO GO STOP THE TUTORIAL. Great mood setter for the urgency in the game.
It's also pretty interesting to have a tradeoff between wanting to go fast and wanting to have time to scavenge at planets. The game has a nice mix of strategy of deciding what to build and gameplay of piloting the planet, although it's probably a bit too easy: if you begin right then it seems pretty hard to lose. Even though mechanically I had the run in the bag after a while, that didn't bring it too much because of the mood and graphics are still urgent. (Also the game ends at the perfect time, right as I was starting to get bored).
I think choosing which tile on your planet to place a building is pretty jank, and it clicking from the shop should either automatically place or you should commit harder and have placement location actually matter (say give certain buildings adjacency bonuses or penalties). Additionally on my first run somehow all the future planets disappeared at some point, which seemed unintentional
If I develop the project more into a prototype I would develop the strategic part way more and turn it into a CIV or a 4x slow building type of game.
As for the Hex tiling system I did it the dirtiest way imaginable:

Each tile is actually an hex sphere I quickly made in blender and separated into different transforms, then added a sphere collider on each to detect mouse click (this was a real pain to deal with when the planet was going at high velocity) I wouldn't know how to do it properly with only codes though.
Like I said in a previous comment I will definitely go for a more strategic type of game rather than an arcady game when I polish the project into a full prototype. It just wasn't feasible for me to do a well balanced and in-depth strategic game for the jam and I quickly decided to add those navigation and scavenging mechanics.
And you're right about doing the placement bonus/malus mechanics that would add so much to the strategic side + it would add long term decision making while having to deal with urgent events.
The ideal mechanics would look like a bonus/malus placement system and very limited placement option but for a 2-3 hours gameplay.
All that said.... wow, this is such a beautiful and cool game. It's so much fun making the Earth zip through space and collect resources. I can see, with some more balancing and gradual introduction of elements, this being a top notch title. Well done!