Auto-Pilot by woona
Protect Earth from invading alien ships!
An auto-battle style game with limited space for your fleet.
Instructions: Buy the ships from the store on the right side of the screen and place them on the board. When your fleet is ready, end the turn to fight the enemy.
You can repair ships and expand the board (at a cost).
Made with Godot Engine 4.1

Ratings
| Overall | 117th | 3.783⭐ | 32🧑⚖️ |
| Fun | 116th | 3.733⭐ | 32🧑⚖️ |
| Innovation | 112th | 3.683⭐ | 32🧑⚖️ |
| Theme | 123th | 3.903⭐ | 33🧑⚖️ |
| Graphics | 170th | 3.533⭐ | 32🧑⚖️ |
| Audio | 233th | 2.931⭐ | 31🧑⚖️ |
| Humor | 216th | 2.37⭐ | 25🧑⚖️ |
| Mood | 159th | 3.397⭐ | 31🧑⚖️ |
| Given | 65🗳️ | 43🗨️ |
I manage to defeat the invaders.
The final boss wasn't as tough as a pain we had during the ship placement.
Sometimes we caught ourselves thinking: why can't we re-arrange the vessels that are already on the field?
Or why can't we choose which side is getting bigger after an update?
These questions will always haunt us, even after this glorious victory.
P.S. - I wish there were more levels.
Consider turning this into a more full-fledged game.
I think it has some potential.
I would like to battle against some random fleets, etc.
The endless mode would be great.
I agree that there's a lot of room for improvement in the game, starting from QoL stuff like rearranging your ships after placement and a proper tutorial/instructions to more variety of enemies and more levels.
It's my first time participating in LD and I hope it will serve as a lesson to better manage my time and scope and not to neglect player experience.
Thank you for playing and leaving feedback!

Anyway, I really enjoyed it! I liked how your ships & space upgrades carried over between waves, creating an interesting choice between upgrading space & repairing ships for future waves vs. filling the space with cheap ships like Scouts for this one. The fact that the bosses used line-based attacks also added interesting choices for ship placement - although, as others have said, the inability to move ships hurt that a bit. The game did feel a bit too random for me: sometimes the boss would attack a single, relatively useless ship, while other times it attacked basically all my ships with a single laser; and the randomized ship selection led to me only getting a cruiser for the first time in the final boss (which wasn't a huge problem, but it made me think that there weren't any 3 cost ships until that point). But other than that, great entry!
I totally agree that the game would be much better with more enemy variety. In the current version, different enemies have different hp and sprites, but all of their attack patterns are exactly the same. But potentially, there could be different attacks both for enemies and for player fleet.
@perfectsquare Thanks! I'm glad that UI was intuitive enough because I didn't manage to add a tutorial or even tooltips. 😅
@frogman Glad to see Earth is saved by your effort!
Yeah, I didn't really spend much time testing or balancing. I just added as many options as I could and hoped that the game would balance itself. 😁 So it's easy to lose just because of a bit of bad luck with ship rolls and especially with enemy attacks. If it was a longer game, I would definitely need to balance it more carefully.
Thanks for your feedback!
Due to how the enemies attack (a straight piercing line), it feels like defensive ships are useless...
I think the best strategy is just to buy as many *Destroyers* as you can without expanding the playing field too much.
There's a lot of space for expansion of the game just by making more, different attacks!
It would've been nice to have more choices for ship placement: either by allowing the movement of ships between rounds, or by allowing the player to choose the direction the grid should be expanded in.
Like all auto-battlers, I think this too would benefit by an income mechanic: "would you rather save money and take a chance at defeating the enemy, or go all-in and make sure to beat it, but possibly not having enough money do then defeat the final boss?"

As of right now, the game is a little bit barebones, more of a prototype checking if auto-battler mechanics work well with polyominos and a challenge for myself to make a playable game in just 48 hours.
I think income mechanic would provide an additional strategic trade-offs if the game was longer. For just 5 fights it wouldn't affect strategy I think, but if there were more than 20 fights, it would enable more different strategies.
Thanks for playing!
The core mechanics and gameplay loop were super tight, and it was an interesting puzzle to keep trying to solve.
- I would have like to be able to move my ships around on the grid (not sure if this was a balance choice)
- Adding vertical rows, but then getting a new one *behind* your ships felt counterintuitive
- The expand vertical button stayed available-looking even when I didn't have enough money to do it
- A little music or something would go a long way toward tying the vibe together
- $ and <3 signs were clear but ✟ for damage isn't universal to me, despite being the last possibility
Ship designs (both enemy and friendly) were unreal, and it felt really balanced to make for a pleasantly challenging experience which is cool.
Great stuff!! I'd play this - especially on mobile I think.
Re-arranging ships is a great suggestion. I thought about it during the jam but to implement it properly, I would have needed to consider all the edge cases, maybe even make a ship 'inventory' system, so I didn't manage to implement this feature because of time constraints.
As for expanding the grid, I should have added buttons to the edges of the grid. That would be a lot more intuitive I think.
Also, I should have added tooltips with detailed information about the ships. That way, there would be no room for confusion what each symbol means.
These 2 features wouldn't take that much time, so I have no excuses here. 😁
Initially I thought there would be no audio at all because I have no experience with audio. Adding some sounds generated with JSFXR was a last minute change.
Hopefully, I'll learn by my mistakes and will hone my skills before the next jam.
Thanks again!
Yes, enemy attack patterns are randomized. Firstly, it's a coin toss for attacking rows or columns of your grid. Then, a random row/column with at least 1 of your ships is chosen.
- It would be nice to be able to move the ships between rounds
- It would be nice if the ships had different abilities (probably not LD scope tho)
- I feel the balancing was a bit off, if you go defensive the enemy gets more turns to damage your ships, if you go expensive ships they are larger, harder to fit and are more likely to take damage, where a small weak fleet can get wiped in one unfortunate attack. So the best strategy is to get high damage 2 hp ships and win after 2 rounds hoping your ships don't get attacked 2 times.
@ellaris I agree with you that re-arranging ships between rounds and more special abilities both for playable ships and for enemies would enable more strategies and make the game more fun. As of right now, there is not much strategic variety, but I thought it would be enough to entertain for 5-10 minutes. Thanks for your feedback!
I don't know how much ability to complete depends on randomness. I made it after 4-5 runs, it seems that the only viable strategy is investing in attack, looking for those Destroyers even if that means rerolling, and filling the blanks with the other ships. Reselling seems to never be a good option, but I don't expect a fine-tuned game economy from a jam game anyway :D
So the gameplay is not deep in this jam version, but it definitely has potential! And I'm very receptive to the FTL aesthetic and game design so I'd be interested in following along if you go further.
Big congrats!