Cascading Failures by stuffedgravy

[raw]
made by stuffedgravy for Ludum Dare 51 (COMPO)

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A scrappy little space cowboy is trying to make their way home, with the help of their dapper AI companion. Unfortunately, the ship is barely held together and money's tight, will Mr. Cowboy be able to make it home?

Every 10 seconds, something on the ship will go wrong. It's up to you to handle repairs as best you can, and watch out for cascading failures!

Directions: * WASD/arrows to move * Space to fix/interact with modules * Shift to sprint (uses stamina)

Ship Guide on itch page with handy icons as reference.

Ratings

Overall 456th 2.739⭐ 25🧑‍⚖️
Fun 463th 2.5⭐ 25🧑‍⚖️
Innovation 407th 2.804⭐ 25🧑‍⚖️
Theme 442th 2.913⭐ 25🧑‍⚖️
Graphics 426th 2.652⭐ 25🧑‍⚖️
Audio 389th 2.217⭐ 25🧑‍⚖️
Humor 286th 2.357⭐ 23🧑‍⚖️
Mood 358th 2.841⭐ 24🧑‍⚖️
Given 12🗳️ 25🗨️

Feedback

LDJam user 268934
02. Oct 2022 · 20:52 UTC
Nice game, lot of components and mechanics great work.
breadstick
03. Oct 2022 · 15:51 UTC
a fun little prototype of a game; it really does capture the vibe of flying a cardboard box through space.

One of my only complaints, though, is that the player can't move through one of the curved hallways--at least not on my system. Attempting to move through it gets you stuck until some maintenance crisis destroys the ship
cogcomp
03. Oct 2022 · 15:52 UTC
Nice idea. Kind of reminds me of a hectic version of Faster Than Light. While a liked the idea, it's currently a bit tricky to navigate around the ship and I tended to get stuck on things, but you can't have everything in a game made in 48h. Well done!
SimplePotential
03. Oct 2022 · 15:52 UTC
Nice entry, I like the art style. Collision seemed to get me a bit stuck sometimes but was usually able to get out of it. Good job
Pincushion
03. Oct 2022 · 16:04 UTC
I really like how the component effects impact the player: can only see asteroids when navigating, can only see inside when lights are on, etc. It really makes the game. I really felt like the components were all valuable, even though there are many. As others wrote, it was tough to walk through the ship.
Jibberwocky
04. Oct 2022 · 07:15 UTC
A lot of things to manage but feels kind of nice in how frantic it is, the ship's computer being one of the things that can break is such a good touch.
The collisions are a bit buggy especially in the cockpit.

help I've fallen outside the spaceship!
![spaceship.gif.gif](///raw/1a1/93/z/51dae.gif)
🎤 stuffedgravy
05. Oct 2022 · 23:46 UTC
@jibberwocky oh nooo I didn't realize that the bounceback force I used to avoid people getting stuck on walls could bounce back THAT far :( that's what I get for not putting the time in to set up proper collision..
davidtheginger
06. Oct 2022 · 00:37 UTC
I like the idea of franticly keeping a decaying space ship together, and it's executed fairly well with different fun mechanics for things that can go wrong. As you've already mentioned, the movement could use some work and is a touch wonky. I recommend prioritizing really nailing how the player moves/interacts with the world because no matter how cool the rest of the game is, if the game is too janky to play, players often won't get there (looking at you Witcher 1 and 2). Very impressive for a one person game jam project!
Diego Escalante
06. Oct 2022 · 04:35 UTC
This is a neat concept. I really like that it's not just about going over to fix the red stuff, but also to check back at navigation to see if there's an incoming asteroid or not. That gave the game a little more depth! My one frustration was the narrow corridors and how easy it was to get stuck to the walls. But aside from that, this is a cool concept. Well done!
snesgaard
06. Oct 2022 · 18:11 UTC
Loved this, was quite fun. Wished the collision was a bit less glichy.
tanis
07. Oct 2022 · 16:01 UTC
Nice entry. Collisions are a bit awkward, though. I kept getting stuck in the walls here and there. The narrative is nice. Overall a solid entry.
airwaffle
07. Oct 2022 · 20:54 UTC
Nice sketchy graphic style! A tamagotchi in space!
Quinn_Patrick
08. Oct 2022 · 19:23 UTC
The reason why the collisions are like that is because, in Unity, directly altering the coordinates or velocity of a rigidbody will cause it to ignore collisions until the movement is complete, and then the Physics system will try to eject it after the fact. You should always use the Addforce method to alter the position of a rigidbody. This can get mathematically complicated, but it's the only way to have your ridigbodies fully respect collisions (as far as I know).

Other than that, the game concept is good and quite well executed, but it's difficult to enjoy when I keep getting stuck in narrow hallways.
Taximan981
08. Oct 2022 · 23:47 UTC
The art, music and dialogue was cool and fun. navigating the ship was pretty annoying, and task difficulty ramped up expenentially. But overall, cool game!
J0ye
13. Oct 2022 · 18:20 UTC
Aight, lets get the elephant out of the room. The collision is a lot to handle if you want to get quick thorugh the ship. I would recommend you try to use physics based movement for your game for an easy and cheap way to get by. Just do GetComponent<Rigidbody>().velocity = 'Your Input Vector here'. Its not beautiful, but its quick and works and wont have the jitters. Besides that, this was very nice. Hand drawn graphics always have this diy charm and your concept was very solid. The game could have used some polishing, but thats what is most difficult about making a game, isnt it. Still great effort!