Sonar is the only input from the outer world. And 2 buttons your only output. Survive as long as you can among dangers of the world. Use resource values and your logic to determine if the current UFO your sonar registered is just a piece of resources you can harvest or is it a an armored ship with enemies.
Pretty clever use of energy and harvest, although it's a bit confusing at first. Also the web version seems to have parts of the intro text going off the screen.
I thought this was pretty cool. Although, it is really confusing at first. So much to read and look at. I had to double take a lot on what to actually do.
I loved the use of interface-as-narrative; all you had was a scanner and some buttons, and the screenshake from being attacked, which left the visuals and what was going on to the imagination. It took me a while to understand how resource gathering worked, and what the purpose of the Ladel was. It was pretty hard to stay alive for long, but the challenge was fun. The resource gathering and lack of movement felt like an Idle Game, like Cookie Clicker, but much more interactive.
Thanks for putting this together! I enjoyed playing it.
Excellent concept (and audio), but I find myself tripping over the execution a bit.
Some issues I encountered: - Text spilling offscreen in web version (less so in fullscreen, but still occasionally there too). - Survival time in game over seems to always say 0:0:0 after the first game. - Targeting -- it seems like the nearest target should be prioritized, or encounters should resolve faster (asteroids/enemies go down or pass by faster) relative to the spawn rate, or the player should be able to cycle targets, or the E/H choice should apply to the most recently pinged object. (Though perhaps this is only an issue if you first engage an asteroid, then try to harvest it, and in the end it just passes out of range, preventing you from doing anything about the next blip or two.)
Of course, this didn't stop me from playing a couple dozen or so times--it's still a very interesting entry--but it seems like this could be even better with a little more time/love. Hope you consider continuing dev in a post-LD version!
Oops, sorry my comment was on the wrong game :P For this game:
I'm... really confused, I can't seem do to anything. Hostile ships seem to come straight away and just kill me and there doesn't seem to be anything I can do to avoid that.
Comments10
Love the sounds and the attack shake.
Thanks for putting this together! I enjoyed playing it.
Some issues I encountered:
- Text spilling offscreen in web version (less so in fullscreen, but still occasionally there too).
- Survival time in game over seems to always say 0:0:0 after the first game.
- Targeting -- it seems like the nearest target should be prioritized, or encounters should resolve faster (asteroids/enemies go down or pass by faster) relative to the spawn rate, or the player should be able to cycle targets, or the E/H choice should apply to the most recently pinged object. (Though perhaps this is only an issue if you first engage an asteroid, then try to harvest it, and in the end it just passes out of range, preventing you from doing anything about the next blip or two.)
Of course, this didn't stop me from playing a couple dozen or so times--it's still a very interesting entry--but it seems like this could be even better with a little more time/love. Hope you consider continuing dev in a post-LD version!
I'm... really confused, I can't seem do to anything. Hostile ships seem to come straight away and just kill me and there doesn't seem to be anything I can do to avoid that.