Station Defender by bloodyaugust
Defend your station! This is a mouse-only roguelike set in space. Buy modules with scrap to go faster, hit harder, and get tankier. Balance selling heavier modules for more advanced ones as you go! You have 100 mass to work with.
Ten waves, and a boss fight at the end. Stay frosty, cadet!


| Link | https://github.com/Bloodyaugust/ld-54 |
| Link | https://synsugarstudio.itch.io/station-defender |
| Original URL | https://ldjam.com/events/ludum-dare/54/station-defender |
Ratings
| Overall | 290th | 3.173⭐ | 28🧑⚖️ |
| Fun | 193th | 3.442⭐ | 28🧑⚖️ |
| Innovation | 309th | 2.865⭐ | 28🧑⚖️ |
| Theme | 333th | 2.712⭐ | 28🧑⚖️ |
| Given | 25🗳️ | 37🗨️ |
I didn't realize at first that I could scroll down to see more ugprades but once I saw that I realized there were quite a few items to chase!
@cogcomp Scrapping your modules as you go is definitely important to managing your mass as you progress, swapping out older things for better ones. But yeah, scrapping everything from the get go is probably not the path to success. :sweat_smile:
As far as gameplay goes, I like the controls and the auto fire but it was difficult to tell what ship I was going to shoot next. Really great job overall :)
@poopgames Thank you for the kind words! If you're interested, part of the awesomeness of LudumDare is the requirement for source code, so you can have a look at the architecture at your leisure. Basically, I try to go as data-driven as I can for these kinds of "systems" games. Modules are represented by a special resource that just extends the base "Resource" class, and they hold all of the relevant information. That makes it super easy to add new ones, and easy to reason about when implementing their respective gameplay implications due to the type hinting it gives you. As for not being able to tell what ship you're currently targeting... yeah. I should definitely have added that, in retrospect. :sweat_smile:
Thank you for playing!
Although the camera could use some tweaks. It stutters when you're trying to navigate.
As @godsboss pointed out, enemy spawning could be improved too; I think I noticed enemies appear right in front of me.
The good ol tactic to circle around the enemies still works here. I would add some randomness to the enemy movement, because right now they end up in a single big chunk of vessels.
Also, when I died, I flew outside of the safe area and the countdown started. It didn't go away after I saw the menu; the menu was bugged too, I couldn't start the game again until I refreshed the page.
First play i managed to spawn 2 players for some reason and it crashed after couple waves or something.