Project Planetfall: The Exodus Directive by rainbeau

Save humanity from impending doom!
In the year 2075, astronomers discovered an asteroid heading towards Earth with an alarmingly high confidence of impact. The United Nations has assumed rule of the entire planet, creating manned drill ships to explore the subterranean parts of the planet. If all goes according to plan, there will be a network of thousands of navigation beacons and subsurface caves to construct emergency shelters and save the human race. You are Doug, pilot of the Iron Eulogy and the material scientists who invented the metal alloy the ship is built from, stronger than steel and harder than diamond.
NOTE: Please use the GitHub download link for the latest working build. Hours before the deadline, we encountered issues with physics not working well on the build. Hopefully it's a small gaff and we can fix it before the final playable build, but if not, please keep that in mind. Thanks!
- ProjectPlanetfallExodusDirective-Build2.zip completed before deadline
- ProjectPlanetfallExodusDirective-Build5.zip physics and item bug fixes

Gameplay
Use WASD to move and Space to interact with a module. Use the mouse to manage items and hit space again to end interaction with a module.
The player may carry one item at a time and insert it into appropriate slots in modules.
There are many important modules on the ship: NOTE: Most modules have a power state. Modules with a power state do not do anything when turned off.
Engine
Control the speed and heading using the helm located on the engine.

Power Plant
Produce power for the ship at the power plant. Load fuel to keep the ship running. If power demand exceeds production, an alarm will sound and all modules will perform at a reduced efficiency.
Cooling Array
Remove heat from the ship with the cooling array. Load coolant to prevent an overheat condition. If the ship is overheated for 30 seconds, the crew perishes and the game ends in defeat.
Collection Drills
Resources are collected by using WASD on the collection drills when the ship is stopped. Ore amount and type is indicated by the scanner interface.

Storage Locker
Items are stored in the locker in the middle of the ship.

Foundry
Craft upgrades, coolant, fuel, and navigation beacons at the foundry. Recipes shown are based on available resources. Collect more resources and go deeper to unlock more recipes.

Jettison Hatch
Eject excess cargo as needed through the jettison hatch. Ejecting a navigation beacon of the correct tier (based on Fathom number) will end the game in victory and record your depth, a.k.a your score.
Goal of the Game
Manage your power, heat, and resources to go as deep as possible! Note that every 1,000 m you will advance a Fathom.
Fathoms and Sectors
-Fathom 0-2: Upper Strata (T1) -Fathom 3-5: Lithosphere (T2) -Fathom 6-8: Asthenosphere (T3) -Fathom 9+: Mantle (T4)
Defeat Condition
The crew will perish if the internal temperature is above 50 C for 30 seconds.
Victory Condition
Place a navigation beacon in the jettison hatch of the same tier based on your current Sector. This will end the game and record your depth/score!
Assets
All assets were created by the team or modified from existing media to be transformative.
Game
-Unity Editor 6000.0.45f1
Audio
-Audacity -MUSIC MAKER 2024
Sprites
-Aseprite
Thank You
We hope you enjoy our game! LD57 was a blast!
Ratings
| Overall | 281th | 3.74⭐ | 27🧑⚖️ |
| Fun | 410th | 3.42⭐ | 27🧑⚖️ |
| Innovation | 224th | 3.625⭐ | 26🧑⚖️ |
| Theme | 207th | 4.042⭐ | 26🧑⚖️ |
| Graphics | 226th | 4.083⭐ | 26🧑⚖️ |
| Audio | 341th | 3.438⭐ | 26🧑⚖️ |
| Humor | 438th | 2.786⭐ | 23🧑⚖️ |
| Mood | 495th | 3.478⭐ | 25🧑⚖️ |
| Given | 33🗳️ | 28🗨️ |
On the whole several of the interactions felt a little bit clunky. Clicking on items once in the storage UI then again to pick it up springs to mind, same with what seemed like extra storage shelves at the front of the ship (I couldn’t tell what those were for). Really a lot of the game would have been improved with some sort of instructions; the drills, my favorite minigame, took a while to figure out because I kept trying to steer them while extended, just having text like “Aim then extend” on screen when using them would have helped a lot.
I would have liked a progress bar for… well a lot of things, notably the foundry cooking up things and the fuel/coolant remaining. Seeing the numbers for the latter two doesn’t mean much to me. On the whole there are just a lot of numbers all over the screen that I basically don’t look at most of the time, refining them to be graphical indicators would go a long way.
The art style in your game is great! I love the character who just looks like this dangerous expedition into the depths is another day at work. The ship itself is well designed (if a little empty, was something meant to be in the back room?) and all of the systems are readable as what they are. The sound effects and music are a good touch.
Overall I think this game has a lot of potential, and with a little more polish on the presentation of several of the systems would be a game I could play a bunch. Well done!
I think you might have taken on a little bit too much for a game jam however, despite everything on its own being very solid it feels a bit disconnected from each other and actually managing the drill is very overwhelming at first. The numbers surrounding the screen just feels like way too much at first and I wish it was presented in a way that helped guide the player into systems as they mattered. However I realize tutorialization is one of the absolute last things you do when under a time crunch, and even without the crunch a rather difficult thing to get right.
I would absolutely love to see this game polished further, I think there is a lot of potential here.
You should all be very proud of what you made!
> NOTE: Please use the GitHub download link for the latest working build. Hours before the deadline, we encountered issues with physics not working well on the build. Hopefully it’s a small gaff and we can fix it before the final playable build, but if not, please keep that in mind. Thanks!
That aside, the game looks really awesome! Here a few thoughts as I play the game:
* Wow, the vessel/ship moves very nicely, including the rotations. Really well done for a game jam!
* I feel overwhelmed, not sure what to do (not necessarily a bad thing :))
* I can't figure out how to pickup items. I tried to click in the output of the foundry, right click, drag, nothing worked. Oh I think it's because I already have something in my hand? This part feels unintuitive.
* I personally would have liked to use the drills while the ship is running :) Update: actually at some point the worked, even with the ship moving. Also I found it easier to just turn the arms on and let the ship drive and pickup automatically
* It would be nice if the heading input wheel would be controlled by turning :) It felt wrong when I turned it as it was going back an forth
* It wasn't clear to me my suddenly all machines turned off. Maybe because power demand was not met for a while?
* I think when the foundry is powered off after everything was turned off you can pay for stuff but never get the output? I was able to get into negavite resources, and I never got wat I wanted to build.
* It wasn't clear to me where to put the core model and radar thingy
* Music is nice (but gets a bit repetitive), sounds are great
As you can see above there are some rough edges, but I enjoyed playing and think that the game has a lot of potential!
I hope there's a post jam with a zen mode (to start with) =u= !!
I should also mention: it seems like fuel and coolant are bugged. I was expecting the game to end when they ran out, but it doesn't seem like running out of them actually does anything!
Multiplayer is something we would really want to do in future iterations on this idea!