Ludum Dare 37 — December 9th-11th, 2016 — Theme: One Room

Well, Mike ran in to problems getting working properly with about 12 hours left in the Compo, so this is the backup plan.

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The Bridge of SHIP_NAME_HERE

by joe40001 - Jam Entry

On "The Bridge of SHIP NAME HERE" you can train your 4 crew members in skills such as Weapons, Navigation, Sensors, and Deflectors. As you train them their skills improve and if you have got the stats high enough you might succeed on a mission.

On missions how you played when you trained the crew influences how you perform. For examples high percentages in scanning purple(special) and cyan(money) will result in high encounter rates for shops/rest stops and also money. Focusing on deflecting red(enemy) blocks in deflector mode will make you sustain less damage in fights.

There is a color code that relates all the mini-games and the meta-game together, the colors correspond to:
Green: Navigation
Red: Weapons
Yellow: Sensors
Blue: Hull/Deflectors
Purple: Special/Skill Points
Orange: Energy
Cyan: Money

It is a complex and challenging game, attempt to explore the many planets, unlock the many upgrades and perks, and beat the game and see it's "merry" ending.

I busted my but on this post jam version, and here's a little story explaining that here:

Grade it in whatever way you think is fair. I'm just happy to finally share it with the world. It's worth noting that I'm not an artist so expect some programmer art.

-Use the mouse to click and drag to look around (like if you were using a tablet interface), all other controls are spelled out in-game.
-DO NOT GO INTO MISSIONS WITH AN UNTRAINED CREW. The major part of the game is to make your crew good enough to survive on missions which means that get them all to at least skill level 20 before trying.
-It's all about the upgrades! You just want to fly a mission long enough to upgrade and then rest and repair, until you and your crew are good enough to survive longer.
-How your crew performs depends on 2 things: Their overall skill level AND their last training session. If you failed to scan any money in your last scanning training session then even if you have a high scan stat you won't find money well on missions.
-Easy mode was added. Though I recommend normal mode because it's more fun/rewarding.
-Save regularly! There really is no punishment for saving, the only downside is that longer missions (long missions without rest stops/saves) will net you greater money per planet. It's not worth it though to get a game over. So play smart and ENJOY! :D

Downloads and Links




bigoss73 says ...
Dec 28, 2016 @ 10:55am

I really like what you did there! It's an awesome idea but for some reason I seem to only be able to train the deflector and the navigation man. The others just won't react at all when i click on Begin Training. (I'm saying that for the original version, not the post-jam one)

Zgragselus says ...
Dec 28, 2016 @ 1:46pm

The game looks nice. At first I thought it froze, until I realized you have to click on objects instead of moving freely. So maybe some "glow" of the clickable objects (or at least text above them) and different method of rotating camera would be nice. Just stick to standard controls, basically. :)

It's kinda hard though, I always die after visiting few planets, the pictograms could be explained somewhere a little bit more?

joe40001 says ...
Dec 28, 2016 @ 5:54pm

Thanks for the feedback, I think pretty much all the problems are fixed in the Post-Jam version. The reason I have touch to look around was that originally I wanted the game to have support for mobile devices (like tablets) and basically I'm only a few digital button away from that.

ema1ih says ...
Dec 28, 2016 @ 8:04pm

Interesting idea, but the theme is not very well implemented into the game

Japes says ...
Dec 28, 2016 @ 8:55pm

I'm going to comment here before playing the post-jam version (I'm sure it's much better)

It seems like a really cool idea, I'm just sorry I couldn't figure it out. How do you die? I could only train 2 of my 4 guys (the minigames were fun!), was anything other than the guys and the main screen clickable on the screen? I feel like im missing out here, so I'm going to play the post jam now :)

Dragojt says ...
Dec 28, 2016 @ 9:55pm

So hard :(. Although it's a good game

blackoptics8 says ...
Dec 29, 2016 @ 9:46am

pretty neat mechanics ^^ trying to destroy the bombs is pretty difficult.. you don't have enough time to turn the ship around in the correct direction and it's hard to tell exactly what direction the ship is facing when you're trying to watch all the bombs. I'd suggest using a different color for the front or making it more noticeable somehow or give the player the ability to move around to avoid like in Asteroids. You got quite a lot done for such a short amount of time ;D Great work!

joe40001 says ...
Dec 29, 2016 @ 7:00pm

I really appreciate the feedback, most of the suggested changes I don't disagree with, I simply didn't have time to tweek the game, but I feel they are implemented in the post-jam version so I'd love to hear somebody's review after checking that out.

Regardless, thanks to everybody who is checking it out. I worked hard on it, so the feedback makes it worthwhile.

longshorts says ...
Dec 31, 2016 @ 2:22pm

It's a really nice idea but it does look way to ambitious which is a shame. I only played the original version for judging and you may have fixed these issues, but only deflector and navigation was trainable and the lander in navigation would still fail even if I entered the yellow area. Despite bugs however this idea is quite nice.

Dec 31, 2016 @ 4:22pm

Cool idea to have different mini games in one game :) Only 2 of them worked for me though...

Jan 2, 2017 @ 8:08am

Fun game and liked the way you were able to use the minigames to train your crew. Liked the thrust minigame especially. The simple art style also worked well with such a complex game and thought it assisted in letting the player understand what was going on. Nice job for such a short jam.

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