Jupiter Station - v0.5 by Kyra Sanchez
You are the commander of Jupiter Station, a peaceful trading station. However times of peace have since ended. The station has been quickly retrofitted to a bastion to protect the people on the planet’s surface from the approaching enemy fleet. You know there is no way to defeat the fleet… you have to hold on as long as possible to save as many refugees as you can.
Requires a minimum 1920 x 1080 screen.
Please note this is a Game Jam Playable Prototype. Keep in mind our limitations. There are bound to be issues or bugs in the game so let us hear about QoL and 'nice-to-haves' we can add in our polished non-jam version. Can't find all the bugs in 48 hours so help us help you!
there is no sound in the game, this submission was also part of a college jam. We did not have a sound member. The team adhered to original assets only.
Issues Fixed Before Deadline:
- New-Enemies no longer Attack on turn they spawn in
- Enemy Range Tags
- Card up-sizing
Known Issues / Things to add in FULL game:
- Emergency Charge does 15 damage to station, not 3 (a typo missed in the final minutes).
- Adding visual indications of which ships can attack this turn (currently: you will take at MOST the damage on the screen at turn end, NEVER more)
- More symbols!
- Sound and Music
- Multiple Levels and full deckbuilding mechanics (build your deck from the ground up, instead of being given all the demo cards).
Heads up for a link in the future for the non-ludum-dare-50 version of the game, with more QoL, and more assets!
| Link | https://ky-san-games.itch.io/jupiter-station-v-0-5 |
| Original URL | https://ldjam.com/events/ludum-dare/50/jupiter-station-v0-5 |
Ratings
| Overall | 900th | 3.378⭐ | 47🧑⚖️ |
| Fun | 866th | 3.222⭐ | 47🧑⚖️ |
| Innovation | 615th | 3.389⭐ | 47🧑⚖️ |
| Theme | 329th | 3.956⭐ | 47🧑⚖️ |
| Given | 17🗳️ | 18🗨️ |
Plans are to work on the game for another week or two (definitely at less intensity than during the jam) for polish and reposting on itch.io. Any and all feedback is greatly appreciated and will help with the more polished version!
- could really use some sounds
- mechanics are rather varied, having some ability to focus the deck would have been useful
We were having trouble with enemies pausing between attacks, so everything happens immediately.
~~This is something we hope to fix as it creates confusing player experiences like these if NEW ships enter and do this damage in a single frame.~~ **fixed**
Unfortunately we didn't have any sound team members to make original sounds. This was also part of a college-based ludum-dare-50-synced (48 hour only) jam where we had to make everything from scratch or not at all.
We are a team of two programmers and a designer so we agreed on no sound for now.
Finally, we included all possible cards in the demo to demonstrate all the implemented effects. In the fuller (multi-level) outside-of-jam game the plan is to build the deck over time, so you wouldn't start with 10 different weapons, shields, etc.
I hope this helps to add context! Liking your comment and thank you for the feedback! Please report more QoL and even preferences, every little bit helps!
In the polished version when we slow everything down, we are to choreograph the order of enemy attacks, and include more information in the polished version. (For example: Incoming Damage) displayed during your current turn. This is a rush-to-playable-state prototype made between courses and we weren't able to do it all in 48 hours. ~~A big feature we wanted to add before our time was up was a "new" tag to new-spawned enemies to prevent this in the meantime!~~
Hope this clears everything up.
Overall I think is an interesting idea, a simple but well executed balance with all the cards.
Though simple, the graphics look pretty cool to me. Nice work.
Proud to announce we're already working on a more polished version of the game, now that we have time (and ability) to add what we were missing from this jam. Glad you liked the graphics! I'm surprised, I was a little scared to put up any ratings for it after seeing some amazing assets in some games here.
We've already started visual design on and are figuring out a system to explain what cards do with fewer words so we can save text-space for actions that need more than a number.
We're reworking enemy attacks as we didn't have time to implement attack animations or slow actions (we used a real-time wait subroutine that didn't seem to work) In the original concept enemies were not supposed to be still-cards in the same way, but we ended up going with to focus more on core functions.
We're currently debating over many options, including getting rid of the cards for enemies, or keeping them and going with a simple but user-feedback-y Thea the Awakening style of animated card actions for enemies and played cards.
Was not sure I would like it a first but it is quite intriguing and I quickly wanted to explore how the ship stats worked how things were affected and how to develop a good strategy to last longer.
I'm looking forward to seeing this game developed further post game jam.
this was pretty fun after a few runs and figuring out what the deck contained and what combos I could do.
if the enemies had a red tinge vs. the gray background i would of immediately been able to distinguish the two sides. it took a bit of reading after a positive information overload. this is totally my style of game!
Since you're eyeing a full version, I speak more about that angle. I think you have *very* good potential in this game. One of the problems with Slay the Spire-likes is that they're mostly all the same. You change up the conditions of the game here with the inclusion of a 3rd party, the refugees. So now instead of figuring out how to simply dump damage on the enemies while keeping your HP from attritioning too much, you have to figure out how to efficiently corral those people to safety alongside that.
This creates a risk reward mechanism where you try to save as much refugees as possible, even risking some extra damage in doing so (in the theoretical full version that is. In this version you prioritize your hull). I think this creates an effect that other deckbuilders lack since they have the singular goal of taking as little damage as possible - and thus always having a best answer in every round of play.
I think this will be a key point for your team to hammer on. Now you can allow for more styles of play (among other benefits). I for one, usually like to take extreme risks. If I could be rewarded for saving a ton of refugees that grants me some awesome upgrade, I'll gladly take critical hull damage :)
Overall this was a very clever twist on a tired genre. You did well for this complex of a genre in such a short time, and you also seem to have a good plan forward for a future version. Great work and keep it up!
Even reading your previous comments, however, I was unable to understand how the shield worked. It seemed to me new ships did attack in full. Maybe I played an older version somehow.
I had a lot of fun anyway. Kudos !
It shouldn't work that way in the code but there might be something I'm missing, I'm going through all enemy effect methods and "running" them on paper.
We had a (not in any build we put out) Schrödinger's card that would absolutely break the game until we tried to debug it (in which case it wouldn't break the game, but also wouldn't do it's effect). We decided it was cursed and left it out of the final demo deck.
Simple yet effective gameplay which i really like, got a pretty good score imo aswell.
