Space Haulers by ColinBellino
Captain, your ship is in danger! Transport the cargo as safely as you can. Use the left mouse button to select your turrets and cargo. Once you've transported the cargo, use your money to buy better defenses and more cargo. Watch out for the monsters lurking in the dark!
PLAY IT HERE


Controls:
|Actions |Mouse & Keyboard |Gamepad | |--- |--- |--- | |Everything |Use your mouse partial |support |
Credits:
- Colin Bellino
- mathias
- denmander
- Squirrelsquid
- Beast
- Krikit
- Michael Pearson
Changelog:
1.0.1:
- Fix ship menu not closing
- Fix repair
- Fix missing translation and typo (french)
- Remove red dot (debug info)
1.0.2 (rolled back, out of jam scope)
Ratings
| Overall | 239th | 3.912⭐ | 36🧑⚖️ |
| Fun | 646th | 3.368⭐ | 36🧑⚖️ |
| Innovation | 525th | 3.426⭐ | 36🧑⚖️ |
| Theme | 95th | 4.397⭐ | 36🧑⚖️ |
| Graphics | 50th | 4.574⭐ | 36🧑⚖️ |
| Audio | 36th | 4.353⭐ | 36🧑⚖️ |
| Humor | 879th | 2.581⭐ | 33🧑⚖️ |
| Mood | 188th | 4.029⭐ | 36🧑⚖️ |
| Given | 17🗳️ | 21🗨️ |
The levels should scale, the first level felt way to long. Instead starting with a shorter first trip where you earn a bit less money to help understand the concept.
You could extend that by allowing the choice of cargo delivery location, with the further (and longer) the delivery route the more money the cargo is worth.
On the minus side, is it me or the levels never end ? I would says that you feel too passive while playing. I end up always watching for my ship to get destroyed :/ So maybe have the rounds be a little shorter ?
Also, it would be nice to close selling menus when you click outside the ship, to better enjoys the view (of drifting death stars ;)
Overall nice entry!
The gameplay part is simple, like you just watch the result. But still addictive.
Good job!
Also I'm not able to check how main ship hull is doing, it simply explodes.
Definitely bit off more than I could chew on my first go round, very much a "ahh I'll take two lots of dangerous cargo, what could possibly go wrong" (turns out, a lot) moment!


- Awesome music and art. Obviously this is your strong suit.
- The gameplay loop, in it's core, is fun and addicting
- The enemies aren't very interesting, as everything "melee" gets instantly obliterated while the ranged dudes shots cannot be blocked. I wish there were some mechanics in regards to stopping melee vs ranged enemies, perhaps varying from level to level so you need to equip weapons that are up to the task.
- The disruptor feels very weird. From the animation I expected a flak cannon, perhaps that can take out enemy missiles, but instead I guess it's more like a shotgun
- Plating didn't feel like it made much sense. I guess you slap it on when you can't afford a disruptor or a laser and just want something in the slot. Would be better if it didn't lose its purpose once you can afford the larger weapons.
All in all, great game :)
Here is some personal feedback:
- I wish the enemies had a death animation. Maybe the bigger ones could trigger some sort of screen shake to add impact.
- It would have been nice to have a "repair all" action.
- The laser beam felt really OP compared to the missiles but was cheaper.
Congratulations for making this!
In the later phases it is enough to have 6 lasers and you can carry 6 packages of dangerous cargo without any issues (just few repairs are needed after each run;)). Great job done!!

So sorry we were kinda burned out after the jam and i totally forgot to check and answer the comments/feedbacks.
I'll try to take some time to answer every comments when i have some time, but in the meanwhile thanks everyone who posted for all the kind comments and feedbacks !
See you, in space! :rocket:
Common issues:
- Ship hull/health: the ship has no health, only the cargo, you lose if you lose all cargo. We didn't make this clear enough in game, sorry that's on us.
- Regarding balance & difficulty: we fixed a huge bug in the game that made the game way harder (and boring) than it should have been: you didn't gain money during waves :/
Please give it another go if you felt the balance was off in the initial version!
*Pssst! If anyone ask, you didn't hear it from me but, i heard if you press F1 you can aquire some goods to make the trip easier on ya . ~ Cap'n*
- Post-jam version: we are currently discussing a post jam version of the game with more fleshed out features and gameplay, so every piece of feedback is greatly appreciated, thanks!
@paulhocker Ahah yes, we were supposed to be able to move/upgrade your turrets during the waves but that ended up being cut :o
@bigtex Oh no, i'm not sure what happened but the current build should have fixed most bugs, give it another go ;)
@nuin @rjdrag @hatheus @python-b5 @tomtomgome The timer was bugged and the ways ended up 5x/10x longer than they should have :sob: It's fixed now so give it another try if you can ! We couldn't touch anything else in the wave (balance, etc) because that's out of scope.
@quinnbalkwev Hehe, glad you loved the voice acting, it almost got cut last minute :D
@hatheus Thanks for the choice of location idea, we might just do that in a post-jam version! :D
@chancea Oh no, that's an unfortunate bug to encounter, i'll add it to the bug list in case we do a post-jam version. Thanks for the feedback/report!
@tomtomgome I'm glad someone noticed the localisation :P The ship menu was also fixed ;)
@the3rdhunter We ended up fixing a bug that made so you didn't gain any money during the waves, making it kinda dull, sorry about that. Also, the ship menu was fixed, thanks for reporting it!!
@raptor851 Thanks for the ideas/feedbacks, we are thinking about doing a post jam version, so it's very useful.
@kujoen Honestly, we totally forgot about plating until it was too late haha :D We will definitely keep the feedbacks in mind going forward, thanks a lot!
@owlycode Oooh yeah, repair all might be a good upgrade for later, thanks for all the feedbacks, appreciated. PS: team laser ftw
@jin9310 Thanks for playing, but say goodbye to that build, if we end up working on a post jam version of the game, lasers are getting nerfed for sure haha :D
I'm not sure if I understand the update you added regarding income during waves - why would I earn money there? I mean, according to the in-game lore. It made perfect sense to me that money would be only paid out on delivery, not that I minded the extra income.
Looking forward to the post-jam version! I'd like to see an indicator for how far the next station is.