
FTLOL
This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
(may not load correctly).
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DEAR PLAYER
=========
Thanks so much for coming by! Please, make yourself at home. If you like, leave us a rating. Definitely leave some feedback; every bit of it is helpful, praise or criticism. <3
CONTROLS
=======
M to mute, ESC or Self Destruct to quit. Mouse for all else. Drag inside list boxes to scroll them.
Best played in fullscreen mode. On web, click the blue box at bottom right.
HOW TO PLAY
=========
When a problem arises, select items from your cargo monitor (top left) and add them to the repair staging monitor using the '>>>' button. Check the projected outcome display at bottom right. If your selection fills any one of the meters, "OK" will appear, and you can safely press "ACCEPT".
You may press "ACCEPT" with a partial solution, but it will decrease the life of your ship. You may not make it.
ABOUT THE GAME
===========
FTLOL is a journey through space. You are the artificially-intelligent steward of a colony ship set for the Ryan system, whose primary cargo is some 20,000 meatbags in cryo-sleep. This is going to take a couple hundred years.
As problems arise, you need to improvise solutions using the ship's limited stores. ALL CARGO IS FAIR GAME.
NOTES
====
We had a lot more in mind for this game, but hit a number of serious issues on the coding side that slowed things down. The content producers were top-notch, building a library of art and sound at breakneck pace. Mildmojo deeply regrets getting so wedged on things that should've been much easier. Number of serious Unity bugs encountered: 2.
Thanks to Kentucky gamedev group RunJumpDev.org and developer SuperSoul.co for hosting the jam and connecting us.
...
Made in 72 hours by the FTLOL team:
GAME DESIGN:
=========
... Bill Adams
... Drew Van Camp
... Jason Mize
... Lucien Mize
... @mildmojo
... MOONBASETOM
CODE:
====
... @mildmojo
VISUAL ART:
========
... Bill Adams
... Lucien Mize
MUSIC & SOUND:
===========
... Drew Van Camp
TEAM MALCONTENT:
==============
... MOONBASETOM
=========
Thanks so much for coming by! Please, make yourself at home. If you like, leave us a rating. Definitely leave some feedback; every bit of it is helpful, praise or criticism. <3
CONTROLS
=======
M to mute, ESC or Self Destruct to quit. Mouse for all else. Drag inside list boxes to scroll them.
Best played in fullscreen mode. On web, click the blue box at bottom right.
HOW TO PLAY
=========
When a problem arises, select items from your cargo monitor (top left) and add them to the repair staging monitor using the '>>>' button. Check the projected outcome display at bottom right. If your selection fills any one of the meters, "OK" will appear, and you can safely press "ACCEPT".
You may press "ACCEPT" with a partial solution, but it will decrease the life of your ship. You may not make it.
ABOUT THE GAME
===========
FTLOL is a journey through space. You are the artificially-intelligent steward of a colony ship set for the Ryan system, whose primary cargo is some 20,000 meatbags in cryo-sleep. This is going to take a couple hundred years.
As problems arise, you need to improvise solutions using the ship's limited stores. ALL CARGO IS FAIR GAME.
NOTES
====
We had a lot more in mind for this game, but hit a number of serious issues on the coding side that slowed things down. The content producers were top-notch, building a library of art and sound at breakneck pace. Mildmojo deeply regrets getting so wedged on things that should've been much easier. Number of serious Unity bugs encountered: 2.
Thanks to Kentucky gamedev group RunJumpDev.org and developer SuperSoul.co for hosting the jam and connecting us.
...
Made in 72 hours by the FTLOL team:
GAME DESIGN:
=========
... Bill Adams
... Drew Van Camp
... Jason Mize
... Lucien Mize
... @mildmojo
... MOONBASETOM
CODE:
====
... @mildmojo
VISUAL ART:
========
... Bill Adams
... Lucien Mize
MUSIC & SOUND:
===========
... Drew Van Camp
TEAM MALCONTENT:
==============
... MOONBASETOM