Pax Nebulae by p-r
Hints:
The rules of the battles are as follows:
- let x be total damage of the attack from the source ship;
- let y be melee or ranged according to the type of the attack;
- let w be the shield value for either melee or ranged in the target ship;
- let z be the speed of the target ship
- damage = (x + y) - (w + z)/(x + y)
If the damage is below 1, it will be rounded to 1 point of damage regardless
This is all done automatically of course, but it should be known if you wish to make more educated moves in battle. It can really make a difference.
- In case of power attacks, all active ships from the target team take 20% of the damage made to the main target. Power attack information wasn't added, but it could be perceived if you are attacking more than 2 adversary ships. All attacks for your ships can be searched in Training stations throughout the game, as the name implies, damage made in battles are outside the normal scope and it will not affect your fleet afterwards.
- Do not take heed on the "type" field outside of ship information, it is mostly wrong and does not provide any meaningful in-game applications as it was intended.
- The 2 "go to x" buttons below the map do not move you into those locations, it will only show them on the map. To move you just need to press a position on the map, but beware of the fuel costs. You can buy fuel and increase tank space if needed.
That's pretty much it, the rest I think is very straight forward.
Cargo bug: The game is not removing cargo space after you lose ships in battle. To get around this bug, download a save file, search for the first instance of "cargo", and change the value manually to your current number of ships (if you have 3 ships in deck => "cargo":3 ), until I upload a post version with that correction.
| Link | https://p-r.itch.io/pax-nebulae |
| Link | https://p-r.itch.io/pax-nebulae |
| Original URL | https://ldjam.com/events/ludum-dare/50/pax-nebula |
Ratings
| Overall | 517th | 3⭐ | 34🧑⚖️ |
| Fun | 547th | 2.667⭐ | 32🧑⚖️ |
| Innovation | 359th | 3.183⭐ | 32🧑⚖️ |
| Theme | 570th | 2.733⭐ | 32🧑⚖️ |
| Graphics | 555th | 2.661⭐ | 33🧑⚖️ |
| Audio | 332th | 3.103⭐ | 31🧑⚖️ |
| Humor | 462th | 1.938⭐ | 26🧑⚖️ |
| Mood | 303th | 3.258⭐ | 33🧑⚖️ |
| Given | 37🗳️ | 43🗨️ |
the black screen of death!
It feels like an expansive world, with lots to explore. Movement was a little unintuitive, as I didn't realize I was traveling multiple spaces at a time. At some point, I ended up running out of fuel with no way to buy more as I was stranded, but the game kept going.
I managed to do a bit of trading, but I didn't feel the urgency that the intro to the game seemed to imply. The combat was interesting, sorta like Risk in that you can put multiple units into the attack, but if there is only one opponent, then you can really only use one attacker at a time. I realized I should have pulled one of my scouts out of the attack before it got destroyed, so there was some neat tactical aspects to the fighting. I felt accomplishing taking out my first communications system, as it felt like there was going to be an endless collection of capital ships to fight with my lowly scouts.
@gbgames Thanks for the extensive feedback, very glad you enjoyed it.
The world music was very nice, the battle one kinda got a bit repetitive. There was one time the game froze during battle, I had a lot of fun playing nonetheless.
Exploring the world was a fun experience, and I see a lot of potential in games like this. Neat work!
Control scheme was a little hard to get to grips with off the bat, but not necessarily a bad thing, felt like working out an old computer.
Did have to mute the music pretty fast, but there was a kernel of a good background theme there.

[auto click 20 or 100 times rapidly when pressing windows+Q or windows+W]
So with that power, and about 20 more minutes...

Yikes, the slowest part is the damn battles haha. Speaking of which, you need to get rid of the scrollbars and make the screen width bigger, sliding to the strongest attack every time is rough. Also, far too easy to just swap out anyone willy nilly. Maybe restrict to one swap per round? also the 2 moves only for my round thing needs improved. I liked the initial difficulty, but as you can see, it get's really broken quite fast. Especially with free insta heals ;)
Note the **160 cargo capacity!!!**
@yahwooday @pickyburrito49 you would assume chrome of all browsers would perform well, but there's a lot of inefficient coding on my part that might be causing the lag. It might also be due to the fact that it's being played embedded, cohabit with all the itch.io frontend stuff.
@exevirus lol amazing feedback, it looks like you're ready to take over the universe with that fleet :D. Yes as you can tell there is not much level design as it should have, but time constraints dictated that I should follow the law of random. Appreciate your feedback and I am glad you enjoyed it.
Combat was a bit unintuitive, but ended up figuring it out. Balance was strange though, since numbers on either side really affected hit points since the number of actions was always the same.
Visuals were very jarring, with the bright yellow being a bit painful to look at.
The music worked super well, created a good space atmosphere (see what I did here? :stuck_out_tongue_winking_eye:) without feeling repetitive.
This can be quite a fun game with some polishing and balancing!