FTLOL by team_ftlol
DEAR PLAYER
=========
Thanks so much for coming by! Please, make yourself at home. If you like, leave us a rating. Definitely leave some feedback; every bit of it is helpful, praise or criticism. <3
CONTROLS
=======
M to mute, ESC or Self Destruct to quit. Mouse for all else. Drag inside list boxes to scroll them.
Best played in fullscreen mode. On web, click the blue box at bottom right.
HOW TO PLAY
=========
When a problem arises, select items from your cargo monitor (top left) and add them to the repair staging monitor using the '>>>' button. Check the projected outcome display at bottom right. If your selection fills any one of the meters, "OK" will appear, and you can safely press "ACCEPT".
You may press "ACCEPT" with a partial solution, but it will decrease the life of your ship. You may not make it.
ABOUT THE GAME
===========
FTLOL is a journey through space. You are the artificially-intelligent steward of a colony ship set for the Ryan system, whose primary cargo is some 20,000 meatbags in cryo-sleep. This is going to take a couple hundred years.
As problems arise, you need to improvise solutions using the ship's limited stores. ALL CARGO IS FAIR GAME.
NOTES
====
We had a lot more in mind for this game, but hit a number of serious issues on the coding side that slowed things down. The content producers were top-notch, building a library of art and sound at breakneck pace. Mildmojo deeply regrets getting so wedged on things that should've been much easier. Number of serious Unity bugs encountered: 2.
Thanks to Kentucky gamedev group RunJumpDev.org and developer SuperSoul.co for hosting the jam and connecting us.
...
Made in 72 hours by the FTLOL team:
GAME DESIGN:
=========
... Bill Adams
... Drew Van Camp
... Jason Mize
... Lucien Mize
... @mildmojo
... MOONBASETOM
CODE:
====
... @mildmojo
VISUAL ART:
========
... Bill Adams
... Lucien Mize
MUSIC & SOUND:
===========
... Drew Van Camp
TEAM MALCONTENT:
==============
... MOONBASETOM
=========
Thanks so much for coming by! Please, make yourself at home. If you like, leave us a rating. Definitely leave some feedback; every bit of it is helpful, praise or criticism. <3
CONTROLS
=======
M to mute, ESC or Self Destruct to quit. Mouse for all else. Drag inside list boxes to scroll them.
Best played in fullscreen mode. On web, click the blue box at bottom right.
HOW TO PLAY
=========
When a problem arises, select items from your cargo monitor (top left) and add them to the repair staging monitor using the '>>>' button. Check the projected outcome display at bottom right. If your selection fills any one of the meters, "OK" will appear, and you can safely press "ACCEPT".
You may press "ACCEPT" with a partial solution, but it will decrease the life of your ship. You may not make it.
ABOUT THE GAME
===========
FTLOL is a journey through space. You are the artificially-intelligent steward of a colony ship set for the Ryan system, whose primary cargo is some 20,000 meatbags in cryo-sleep. This is going to take a couple hundred years.
As problems arise, you need to improvise solutions using the ship's limited stores. ALL CARGO IS FAIR GAME.
NOTES
====
We had a lot more in mind for this game, but hit a number of serious issues on the coding side that slowed things down. The content producers were top-notch, building a library of art and sound at breakneck pace. Mildmojo deeply regrets getting so wedged on things that should've been much easier. Number of serious Unity bugs encountered: 2.
Thanks to Kentucky gamedev group RunJumpDev.org and developer SuperSoul.co for hosting the jam and connecting us.
...
Made in 72 hours by the FTLOL team:
GAME DESIGN:
=========
... Bill Adams
... Drew Van Camp
... Jason Mize
... Lucien Mize
... @mildmojo
... MOONBASETOM
CODE:
====
... @mildmojo
VISUAL ART:
========
... Bill Adams
... Lucien Mize
MUSIC & SOUND:
===========
... Drew Van Camp
TEAM MALCONTENT:
==============
... MOONBASETOM
Ratings
| Coolness | 51% | 3 |
| Overall(Jam) | 2.87 | 830 |
| Audio(Jam) | 3.28 | 310 |
| Fun(Jam) | 2.93 | 622 |
| Graphics(Jam) | 2.84 | 770 |
| Humor(Jam) | 3.45 | 211 |
| Innovation(Jam) | 3.39 | 245 |
| Mood(Jam) | 2.97 | 634 |
| Theme(Jam) | 2.27 | 1055 |
Congrats on the entry! It's too bad you guys ran out of time to fine-tune the gameplay.
@ZzCalvinzZ, @9.ar7k: The theme might be a little subtle. The encounters are designed so that you're *really likely* to sacrifice people and kittens in terrible ways to achieve your goal of making it to the destination. You probably don't see yourself as a monster, but surviving colonists probably would (if there are any).
Another nice touch would have been to have received a play style at the end such as "Hero", "Techie", "Tyrant", etc, that reflects how you handled the problems.
@HThomson: Great advice. We had plans to describe player solutions like that, but it didn't make it in. Player classification based on play style sounds awesome. <3
@TwoScoop: Thanks! Yeah, it was designed to be played fullscreen, the UI didn't account for small windows/devices. =/ "SOLUTION GRADE" would be clearer language than "PROBLEM SOLVED".
-mildmojo
To anyone wondering where is the monster: you are the monster.
Interesting mechanic, though somewhat of a departure from the theme (Unless you throw kittens at the asteroid). Punishingly difficult in that mind scratchingly satisfying way.
Um, anyway. Very amusing concept for a game. I wish it was more dynamic or challenging though...; it's not very interesting to just keep a meter filled.