Outer Space Transport Service by Turncoda

Salvage scrap with scrappy piloting, a rope, and a dream.
All programming, level design, and sound design was done by me, during the jam.
Tools used:
- Love2D
- moonshine (Love2D postprocessing)
- Audacity
- OpenMPT
- Helm (synthesizer)
- Aseprite
Controls:
- Left/Right arrow keys - rotate ship
- Up arrow key - use thruster
- Down arrow key - deploy/retract rope
- R - restart
- (optional) Shift+D - show debug info
- (optional) Shift+F - toggle postprocessing
Revision log:
- 2021-10-04 1:35pm PDT - First submission v0.1
- 2021-10-04 3:17pm PDT - Upload v0.2 (postprocessing, updated SFX, updated UI)
- 2021-10-04 8:35pm PDT - Upload v0.3
- Bugfix #1: screen scroll speed dependent on monitor refresh rate, fixed to be independent of refresh rate
- Bugfix #2: some reports of broken rendering on the circular drop zones, fixed by using alternate rendering method
- Bugfix #3: sound effect fade speed dependent on monitor refresh rate, fixed to be independent of refresh rate
| Link | https://turncoda.itch.io/outer-space-transport-service |
| Original URL | https://ldjam.com/events/ludum-dare/49/outer-space-transport-service |
Ratings
| Overall | 366th | 3.8⭐ | 27🧑⚖️ |
| Fun | 402th | 3.72⭐ | 27🧑⚖️ |
| Innovation | 589th | 3.46⭐ | 27🧑⚖️ |
| Theme | 1115th | 3.12⭐ | 27🧑⚖️ |
| Graphics | 376th | 4⭐ | 27🧑⚖️ |
| Audio | 335th | 3.7⭐ | 27🧑⚖️ |
| Humor | 1160th | 2.158⭐ | 21🧑⚖️ |
| Mood | 313th | 3.826⭐ | 25🧑⚖️ |
| Given | 19🗳️ | 25🗨️ |
Really cool game.
From someone who also just made a top-down game about a salvage pilot in space, it's really cool how two concepts that sound similar on the surface (even with a fairly similar movement scheme) can have two such wildly different outcomes in both aesthetics and gameplay.
Nice work on your game!
I loved slingshotting around meteors - the "I wonder if this works" into rapidly looping around was ace. I didn't have issues with the screen scroll so good job on the fix :thumbsup:
I really enjoyed the simplicity.
Good job.
Something funny about the CRT effects: I will be a bit of that "um, akschually" guy and point out that an Asteroids cabinet would have the CRT bend but would not have raster scanlines, since the electron gun is being controlled by software like a LOGO pen. However, they still did a great job of providing that nostalgic look and I didn't even realize it wasn't technically accurate until I wrote this review. Perhaps they also trigger that "creepy VHS/security camera footage" look?
Thanks for sharing that info about the Asteroids cabinet CRTs! That's actually even cooler than I imagined, and would explain why Asteroids looks the way it does in the first place. By extension then, I would guess that oscilloscopes also don't have scanlines. Honestly I didn't even stop to think about what caused scanlines when I was browsing the postprocessing effects. I threw the postprocessing effects together in literally an hour at the end, so I didn't have much time to do my research and my lack of expertise in that domain shows :sweat_smile:
I'm glad you told me this because I didn't even like the scanlines, but I thought that's just what all CRT displays looked like and also that other people would read that as more generically "retro" so I kept it in. I made a custom build of the game to compare with vs. without scanlines.
https://www.youtube.com/watch?v=JJx_IVrQdKc
I definitely prefer it without scanlines and I'll probably incorporate this new knowledge into a post-jam build along with a few other things. I also realize now that the way the outline of the circle thickens momentarily when a box gets eaten is also probably not realistic for this particular display technology so I might tweak that later on as well.
Very simple and very polished.
Liked it alot.
Took me 8:56 to complete.
Sound was great. Felt a bit like Halo.