Ether Warp by Celtican
In the far, far future, humanity depends on the exceedingly valuable Ether Crystals to power modern technology. These crystals are only found in highly dangerous asteroid belts, but the Federation-mandated warp gates allow for slightly-less-deadly transportation between the sectors. Not to mention the ever-present space pirates that seek to destroy and salvage harvester ships. Regardless of the dangers, as an Ether Harvester Unit, it is your sole responsibility to collect and transport these invaluable gems! Have a safe trip!

Collect Ether Crystals and avoid deadly space pirates. Enter a prestige Warp Gate and obtain powerful upgrades (from a pool of 17 unique upgrades) to harvest more and more crystals! Every time you warp, pirates lock on to your location easier and arrive in larger masses. Perhaps eventually you will be able to purchase the most prized contraption in our day and age: the FTL OVERDRIVER. Good luck!

Play in the browser on itch.io

Tools:
- Engine: Unity 2021
- IDE: JetBrains Rider 2022 (C#)
- Music: Ableton Live 11 Lite
- Audio: jsfxr, Audacity, Ableton
- Fonts: (a la Google Fonts) Patrick Hand, Rock Salt
- Art: Photoshop 2023

Changes made during the submission hour
- Fixed the "FTL OVERDRIVER" upgrade from being able to be purchased multiple times
| Link | https://github.com/Celtican/LD52 |
| Link | https://celtican.itch.io/ether-warp |
| Link | https://celtican.itch.io/ether-warp |
| Original URL | https://ldjam.com/events/ludum-dare/52/ether-warp |
Ratings
| Overall | 15th | 4.167⭐ | 23🧑⚖️ |
| Fun | 28th | 4.024⭐ | 23🧑⚖️ |
| Innovation | 135th | 3.452⭐ | 23🧑⚖️ |
| Theme | 50th | 4.19⭐ | 23🧑⚖️ |
| Graphics | 27th | 4.238⭐ | 23🧑⚖️ |
| Audio | 17th | 4.095⭐ | 23🧑⚖️ |
| Humor | 247th | 2.132⭐ | 21🧑⚖️ |
| Mood | 125th | 3.476⭐ | 23🧑⚖️ |
| Given | 19🗳️ | 10🗨️ |
@rohanmoon Thank you! This was the first game that I made OST for, I've only recently started to experiment with making music in the last few weeks. It turned out pretty well though! It took me a LONG time to make it sound okay. I was really struggling with creating a melody for the song—which is not normally a struggle for me—but then I realized that the song I was making was too slow. I bumped up the BPM from 80 to 120, put in a more intricate melody, and made sure to still put some empty parts into the song (still a space game after all) and then it finally felt "right." Fun to make for sure!
@ty Oh gosh, I didn't even consider the trackpad. I did a lot of playtesting with my girlfriend to try to make the controls feel good and the difficulty balanced, but there were definitely some things I could have still improved. I don't even know how I would have solved the trackpad problem if I had thought about it—maybe just offering alternate buttons to shoot/harvest would have been a step in the right direction. I learn something new every time!
@aruspice Thanks! I was overpreparing myself for running out of time, so one of the things I triaged early on was the art style. I didn't have time to texture things or add pretty colors, so I literally just drew outlines for things and colored it in-engine. It worked out really well though: it both looks decent AND it took minimal time to make!
Did anyone manage to buy the FTL upgrade? Hint: the FTL Overdriver is always available for purchase when you reach a certain threshold of money :eyes:
Losing your leftover money between warps was an intentional design, the idea is to encourage the player to explore more of the sector and try to quickly harvest crystals before too many pirates arrive. But I think I didn't communicate that to the player well enough; maybe adding a bit of text in the warp gate that says "You lose excess money when warping to a new sector" would have sufficed. Or maybe it was a bad design in general.
Thank you for your feedback!
At the end I was really too powerfull, so I just stopped (2 secondes of beam = 600k for buying 3 upgrades at 5k :laughing: )
It was adictive, I think it can be a really good base to do a complete game !
@paconedved Thanks! The ship appearance change is actually an upgrade: the upgrade does nothing except change the cosmetics of the ship :joy: And FINALLY someone mentioned the FTL Overdriver upgrade! I had the idea for the FTL upgrade pretty early on in development, and I soon realized that it was so fun to upgrade and the idea of "removing your max speed" was so interesting that I decided it would be the endgame condition. Super fun. By the way, I loved your team's interpretation of the theme! Awesome game on your end.
@zluca Yeah, the "victory condition" is not really obvious since most other games literally just say "You Won!" In this case, the FTL Overdriver is the victory condition, but I think I really should have emphasized that the FTL Overdriver is the end of the game. After the climax story beat, end the game as quickly as you can, y'know? Looking back, I think I should have changed the FTL Overdriver's description to "Removes your maximum speed and wins you the game." Also yes, the AI sucks horribly, I haven't yet done non-grid pathfinding and I didn't want to spend too much time researching how to do that during the compo, alas! Instead I triaged by only spawning them when there was a clear path between their spawn point and the player (which helped, but didn't solve the problem). Thanks for playing!
@flying-dog-fish Yeah, the crystals being both money and fuel was an interesting idea. I think I could have experimented with it more, though. An idea I had that I feared too much to implement was the cost of certain actions getting more expensive as you upgrade your ship. Another idea that I had that I didn't implement was losing crystals whenever you take damage (imagine Sonic rings). But the ideas are just what-ifs for now. Thank you!
@loiclegrosfrere The idea of a game where you start weak and end strong has been something that I've been experimenting with in several games for a hot minute. I think it started when I played [Vampire Survivors](https://store.steampowered.com/app/1794680/Vampire_Survivors/) last year. The whole concept is really interesting, and I think it has the potential to spawn a new genre, just like Cookie Clicker did. It's really really satisfying! But I have to tweak the idea a bit before I'll make a game that's ready for liftoff :thinking: Wish me luck, and thanks!
(only thing I'd say, the game is *reaally* easy; and while that isn't necessarily a bad thing, it's a note to be taken anyways :wave:)