Cryo Caper

Overall★★★★★★★★★★3.00
Fun★★★★★★★★★★2.00
Innovation★★★★★★★★★★3.00
Theme★★★★★★★★★★4.00
Graphics★★★★★★★★★★2.00
Audio★★★★★★★★★★2.00
Humor★★★★★★★★★★1.00
Mood★★★★★★★★★★2.00
A game in 48hrs by FrozenShadowDragon.

You are the AI of a spaceship transporting cryogenically frozen colonists to a distant world. Your main reactor has malfunctioned on the final leg of the journey, and you are reduced to using backup power. Can you manage the various systems aboard the ship and preserve the colonists through a hazardous flight to their new home?

All interaction is via the mouse (should also work on touchscreens). ESC will take you back to the main menu from in game.

Tools:
Unity 5.6.1f1
Visual Studio 2017
Gimp
Piskel
Audiotool.com
Bfxr
Lots and lots of coffee

Links:
All Uploads Folder: https://drive.google.com/open?id=0By9A2aYuf0-iRmVMWXpZVTN2QXM

Individual
Windows: https://drive.google.com/open?id=0By9A2aYuf0-iUENSaTRwcGlqaGs
Linux (untested): https://drive.google.com/open?id=0By9A2aYuf0-ieEdLS2NlRHpoYWc
Source Code: https://drive.google.com/open?id=0By9A2aYuf0-iRVdON2dfYjBlSFk

Comments2

spliter31 Jul 2017, 23:01
I liked the FTL vibe, though the game could have used some mechanical polish.
I've pretty much went from start to finish on a single run by disabling weapons, sensors and lowering AI.
Additionally there seem to be very few choices the player can do. Sure the players can chose to enable and disable different systems, but there's nothing informing them on what might be the best choice (other than the sporadic change in scenery between asteroid field and the nebula).
Having the players able to see the incoming threats be it on the minimap (or to keep with the atmosphere, a radar or proximity sensor) would allow players to make an actual decision whether they'll bet on activating weapons or shield or another component (the sensors could do that, so the player could decide whether to activate them and see incoming threats, or deactivate to reduce power usage), this would allow a more dynamic gameplay.

Another thing that could be improved on would be representation of values.
having a huge number for power and a smaller one for energy spent per day kind of means nothing so I appreciate that you added the counters for days until power runs out and days until destination. However that doesn't solve the original issue of big numbers.
All in all, the game has lots of potential, especially in mechanics, if it was more polished.
Temmy
Temmy5 Aug 2017, 14:01
Love the premise, and very much in that FTL line of atmosphere. I found it impossible to really know what the best course of action was to mitigate threats. I ended up disabling the weapons and sensors altogether but leaving the shields up which suggested I would have enough power to get to the destination.

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