Unbound by LCStark
LD57

Story
You woke up from cryosleep on a wrecked space station, with no way to contact anyone and just a small short-range exploration ship in the dock.
Venture into the depths of space, explore the nearby asteroid field, gather resources you need to rebuild your communications equipment.
Each time you run out of fuel you will automatically return back to the station. Upgrade your ship, collect more scrap and use it to craft what you need.
Objectives
Gather enough scrap to craft the long range communicator and call for help.
Controls
- W/S - Accelerate forward/backward
- A/D - Rotate left/right
- Q/E - Accelerate left/right
- Space - Dampen movement
- Ctrl - Free rotation
- 1 - Toggle collector
- Left mouse button - Collect hovered scrap
- Esc/P - Pause
Gameplay
You start at your space station, where you will be able to craft upgrades for your ship once you gather resources for it.
Clicking Launch will put you in your ship inside the asteroid field. Locate resources using the radar, approach them, turn on your collector and click resources in range to collect them.
Once you run out of fuel, you will be automatically returned to the station, where you will be able to craft upgrades and launch again.
Assets
All graphics and music were made during the jam.
The Gyrotrope font is used under SIL Open Font License, Version 1.1
Copyright 2025 David Moles (https://github.com/dmoles/gyrotrope-font), with Reserved Font Name Gyrotrope
| Link | https://lcstark.itch.io/unbound |
| Link | https://lcstark.itch.io/unbound |
| Link | https://lcstark.itch.io/unbound |
| Original URL | https://ldjam.com/events/ludum-dare/57/unbound |
Ratings
| Overall | 661th | 3.22⭐ | 27🧑⚖️ |
| Fun | 621th | 3.1⭐ | 27🧑⚖️ |
| Innovation | 604th | 3⭐ | 27🧑⚖️ |
| Theme | 709th | 3.06⭐ | 27🧑⚖️ |
| Graphics | 746th | 2.72⭐ | 27🧑⚖️ |
| Audio | 453th | 3.125⭐ | 26🧑⚖️ |
| Mood | 565th | 3.36⭐ | 27🧑⚖️ |
| Given | 21🗳️ | 26🗨️ |
I like space games with controls like these. This game is about movement and its optimization.
To begin with, I skipped the whole story section of the description. :D
I'm not sure what is a meta for movement, although Q/E using 4 fuel like the main movement was a bit disappointing. you're using a less traditional movement scheme to optimize, but for the player it's hard to estimate the benefits. What I'm saying it would be nice to have a way to explore how good or bad some movement patters are: how much fuel I spend if I just rotate+thrust as opposed to using Q/E. Is it 25% more efficient, etc. I don't know how, but knowing what is beneficial would be the clue to motivate the player to use more controls as opposed to sticking to WASD. The consumption per second works for a very short span planning and is good to let the player know that releasing W is a good idea when you maxed the velocity. Maybe a per/5 or per/10 seconds consumption could help for the longer term planning, I dunno. :D It almost feels like in order to fulfill this desire of mine a dedicated mode is required, where you start from A to B and try to get there using the least amount of fuel possible. That would make me experiment with alternatives and comparisons would be easier in a smaller scope run.
One another idea is making the grabber far less costly to upkeep (maybe 0.5/s?), but a bit more expensive to turn on. This would create a situation where it's better to turn it on, fly through the crates without losing too much speed, collecting all of them in a line and then turning the grabber off, resulting in a net positive. Right now 4/s consumption means that is crazy expensive to keep on, I would rather do an instant enabling->grab->disable combo. I'm not even sure it's efficient to grab 2 crates around you with keeping it on as you would need some time to move the mouse cursor. The clicking part is another one I'm not quite sure about - maybe an automatic grab (with physics moving them towards you) would be better, but it needs testing.
Assigning the grabber to `[1]` is a weird choice tbh. This is the sole controls command I had to look up. The is a label on it, but `1` reads more like a count or a level ("grabber level 1"), therefore a key like `x` or anything else that is not digit could help a bit here. Maybe you were planning more than one tool, hence it being `1` and another tool would be `2`.
I tried using `ctrl`, but it seem to do nothing. Is it implemented?
I posted an upgrade screen because one of the background stars confused me with a "next screen" arrow. :D
When a star ends up below the radar, it also confused me as a point of interest, but it wasn't :D
I would prefer an opaque background for the radar for this reason, or maybe a different color/style for start (which may not fit the 2-bit style of the game, but maybe you'll move away from it if you ever wish to continue working on this game).
I managed to beat the game. I would probably be OK with it going for another round or two, as movement was quite enjoying, but that could be a good trick from you - it's better to keep the player interested and unsaturated than making them bored from the gameplay.
I wonder why it's a JAM instead of compo if you made everything yourself during the jam. Did you ran out of time and needed an extra day? I'm just curious.


@oadt Thanks! Yeah, there were more resources planned, both for collecting / crafting at the station, and used by the ship. Sadly, they became victims of scope cuts. :P But at least I have a lot of things to improve in the post-jam version!
> Maybe a per/5 or per/10 seconds consumption could help for the longer term planning, I dunno. :D [...]
At first I was considering making it so you'd have to return to the station yourself before the fuel runs out or you'd lose, but in the end I figured that would make it too punishing for the player. Maybe a separate mode like that could work, though, then the additional long-term statistics would really be useful. I was also thinking about having some sort of map on the station, so maybe adding a planning stage where you could plot the best course would also fit that mode?
> One another idea is making the grabber far less costly to upkeep (maybe 0.5/s?), but a bit more expensive to turn on. [...]
I wanted the grabber to be a bit more physics-based - after enabling it, it would follow the mouse and use resources only when moving, and you'd use it to grab resources and bring them in to the ship. With separate resources for fuel and equipment power it would also mean you could balance it by either moving the collector to a different position, or moving/rotating the whole ship instead. I didn't think of adding an instant cost of turning it on, that might be a nice thing to consider, thanks!
> Assigning the grabber to [1] is a weird choice tbh. This is the sole controls command I had to look up. [...]
Yeah, there was going to be more equipment to unlock. Maybe for the next time I need to make a simple sprite resembling a keyboard key to make it more obvious, placing it both there on the label and in the pause menu controls screen might do easier to connect the dots without having to scour for the controls later.
> I tried using ctrl, but it seem to do nothing. Is it implemented?
Ctrl is kinda the reverse of what space does for movement. Normally, when you rotate the ship and let go of A/D, the thrusters auto-fire to stop your rotation. If you hold Ctrl, they won't do that, and you'll spin freely until you let go of the button. Maybe I should have called that differently than free rotation, it was the first thing that came to mind. :)
> I posted an upgrade screen because one of the background stars confused me with a “next screen” arrow. :D [...]
Hah, that's what I get for trying to use Itch.io's theme system! Maybe I should add a disclaimer to best play fullscreen then. :D As for the radar I think you're right, either making it opaque or only going transparent when there are objects below would be better.
> I wonder why it’s a JAM instead of compo if you made everything yourself during the jam. Did you ran out of time and needed an extra day? I’m just curious.
Yeah, I ran out of time. I was gonna go for the compo, but I had less time over the weekend than I hoped for, and when I finished the game was pretty bare bones:

I thought it would be better to give it at least another few hours the next day instead of posting what I had at the time.
Again, thanks for playing and the feedback! :)
It definitely would be too punishing for an LD game I believe. :D
> Maybe for the next time I need to make a simple sprite resembling a keyboard key to make it more obvious
A simple convention of adding `[]` around the label could help here. But a button-like outline would be even better of course, but sounds like too much efforts.
Even after reading the description you provided, I have no idea how to use that ctrl thing. :D
Overall, makes sense. Thank you for the detailed response (and for an elaborated feedback for my game, I always love that and it's one of the main reasons to participate in LD; "good gaem" does not hit the string for me anymore)
I'm always too lazy to do that, but there is an option to add a border between the background and the playable area. Either by adding a border to the game itself or by adjusting the background for itch io. There might be other ways.
I can recommend this template, in particular: https://jannikboysen.itch.io/easy-releasy
But hey, I wouldn't go that far myself for a compo game. It might be worthwhile to do **after** the deadline, when you can still edit the page and cool-looking page can improve its performance (e.g. more browser plays)
> A simple convention of adding [] around the label could help here.
Funny, I've used that before, but somehow with this game I totally blanked on that.
> Even after reading the description you provided, I have no idea how to use that ctrl thing. :D
Don't worry about it, it's pretty useless anyway. I only added it because I thought it fit - since the movement has a way to move with/without inertia, I thought rotation should be the same. In the end the cost of rotation isn't that big to make it something you'd need. I'll think about it for an updated version, maybe I'll find some way to make it more useful and it will lead me to a better explanation of that system.
> I can recommend this template, in particular: https://jannikboysen.itch.io/easy-releasy
Thanks, I'll look into it! I've never done much with the Itch page customisation either, so at least having some examples to poke at might be helpful if I find the time to experiment with it. In the short-term I'll probably increase the window size and add a border like you said.
> Thank you for the detailed response (and for an elaborated feedback for my game, I always love that and it’s one of the main reasons to participate in LD; “good gaem” does not hit the string for me anymore)
Sure thing, that's why I'm doing it too. :) I'm happy if I can write something more than just "I liked it", especially if I can add something others haven't mentioned before. And most of the time after the compo/jam I feel like I haven't done nearly enough, so getting some good feedback helps me focus more on the good part of what I *have* done. Not to mention getting someone else's perspective on things I might have gotten tunnel vision over the course of development.
> I didn’t understand why my fuel drain was so high until I found out it was caused by collisions because I used asteroids for breaking. It would be good to have some kind of feedback when taking damage, maybe some fuel leaking into space from the collision point.
There is no collision damage (I wanted to have it as a separate HP system, but decided against it for the jam), the fuel is drained by using thrusters (separate for movement and rotation, so using both is more expensive) and having the collector turned on. Using asteroids to brake actually saves you a lot of fuel. There's also slow passive drain of -1 (without the upgrade). Other than that, only way you could increase the drain is by holding T, as I left the debug quadruple drain button in the game. :P
A little more work on the look of the spaceship and the scrap would improve alot to me, but nice little game, with great mechanics.