Alien Abduction Adventures and Astral Anomalies Abound by Flaterectomy

Space, it's quite a place! Plenty of it out there, just not in my cargo hold. And what's up with all these whales anyway?
Alien Abduction Adventures and Astral Anomalies Abound lets you fly a UFO through the galaxy, abducting hapless aliens from strange worlds. Heck, you could sell them, and even upgrade your ship, see where that takes you!
This is my 6th text adventure Ludum Dare entry after LD47 and LD50 through to LD53, created in Twine, and my 19th consecutive Ludum Dare entry overall.
🎮 ➡ PLAY 'Alien Abduction Adventures and Astral Anomalies Abound' (WEB)
:joystick: Controls/How To Play
- :milky_way: Travel the galaxy in search of planets that contain life, then try and take some of that life with you.
- :package: For as much space there is on the outside of your UFO, you only have limited space in its cargo hold. You can jettison lower-value aliens to make space, or compress them into a less healthy, lower-value flesh cube that takes up less space.
- :skull: The cargo hold isn't very comfortable, and as you fly around the galaxy your abductees' health will suffer. Deceased abductees aren't worth much at all.
- :new_moon: Find space stations to sell abductees and buy improvements for your UFO. These neutral trade hubs can only be found in star systems without planets.
- :rocket: Upgrade your UFO as best as you can, and perhaps you'll be able to shed some light on some strange recent events.
- :musical_note: You can change the volume of the music on the expanding panel on the left-hand side of the screen.

:exclamation: Notes
- Created with Twine, using HAL v2.3.0., and music made in FL Studio.

:family_mmb: Credits
:notebookwithdecorative_cover: Blog Posts
Ratings
| Overall | 824th | 3.273⭐ | 24🧑⚖️ |
| Fun | 919th | 2.955⭐ | 24🧑⚖️ |
| Innovation | 649th | 3.25⭐ | 24🧑⚖️ |
| Theme | 616th | 3.568⭐ | 24🧑⚖️ |
| Graphics | 928th | 2.75⭐ | 24🧑⚖️ |
| Audio | 477th | 3.333⭐ | 23🧑⚖️ |
| Humor | 416th | 3.214⭐ | 23🧑⚖️ |
| Mood | 616th | 3.476⭐ | 23🧑⚖️ |
| Given | 32🗳️ | 41🗨️ |
I think this has a similar problem to your previous game in that the writing doesn't affect the gameplay. When I have to click through four text prompts to warp somewhere, I'm probably not going to stop to read the flavor text sandwiched in the middle. It got to the point where my brain wasn't even deciphering the text anymore; I was just looking for key icons and values on the screen and clicking them when they showed up.
The game felt way too long for how much content there is. I abducted 35 organisms at the end and since about two-thirds of them escaped, that means I probably had to visit over 100 essentially identical planets in the full playthrough. While it is satisfying to sell off a full cargo hull of aliens, I don't think it sustains for long enough.
I think what makes it feel like busywork is that there's rarely ever more than one possible option whenever I'm presented with a choice. If my cargo hold is full, travel to 0-body systems. Otherwise, travel to whichever system has the most bodies. I think the only mechanic that offers real choice is the storage mechanic. If you abduct a creature without enough room for it, you have to weigh the value of your other creatures by their sell cost and health. But you don't make this choice very often since if you have a full cargo hold, you're trying not to travel to systems with life in them.
I feel like there was a missed opportunity to have dialogue with the aliens you abduct. Maybe by the end they convince you to give up your slave-trading lifestyle for good.
Music set the mood well and it reminded me of some space games I like I should probably get back into.
Good job!

I really appreciated the moments where nothing seemed to happen for a while; it added a realistic touch to the gameplay and I felt as if I was travelling in space hoping to find life. Then when I found it, it was difficult to capture; needed multiple attempts before catching the first one. Then the first two died terrible deaths stuffed into a small cargo space haha. All of this made it feel like a much bigger accomplishment when I finally managed to sell some aliens and buy my first upgrades.
Even though it's all in text, the website design perfectly complements the theme and enhances the overall experience.
Lastly, I enjoyed the music, it added a lot to the overall feel. Awesome job! :smile:
The text is funny and fitting. But I think the pure text based approach makes it hard to plan movement. You need to go to for space stations to sell but you don't have any info beyond the next jump. A node based map(like slay the spire) with fog of war would let you plan your path. I do understand that there wasn't time to implement all that. Just a suggestion in case you want to expand it.
Overall a minimal but very polished game. Great job!