
Truck, Fuel my Rockets
This game is from ldjam.com, which is currently unavailable.
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You can try viewing the original page on Web Archive (may not load correctly).
Use WASD to move your truck around to collect fuel pods. Take them back to your launch pad to build rockets. Don't run out of fuel!
There are computer-controlled players as well but you're playing against yourself (they're just after the same fuel). How many rockets can you build?
There's intentionally no end game, it's a how-much-can-you-do-before-running-out-of-fuel thing. The balance that's in the submitted version is intentionally a bit easier than I was playing it by the end of the weekend, but interested to hear how others get on. I'll likely put up a version with "effects off" for low-spec machines, so might include a difficulty toggle in that as a post-compo version.
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Tools and stuff: Unity for game engine, no plugins apart from the beta of Unity's own post processing stack and their example particle effects package. Maya for modelling. Illustrator for textures. Music done in Ableton Live. Sound effects all vocals into mic and edited in Audacity & Audition.
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Based on the initial comments (in which everybody pointed out the controls), I've done a post-compo build that uses relative left/right controls. I've only changed the directionality of the controls to make sure that the post-compo version is as close to the original compo version as possible, while giving people what is obviously a more generally preferable control scheme. The link to the original compo version is below.
Original compo builds (controls are world relative): https://www.dropbox.com/sh/dy6fdpyh5fnjrst/AADg7FD5GI2t6x2TvXYF_fU7a?dl=0
Personally I prefer the post-compo (more visibly drifty controls) for fun, but the original compo controls for the challenge and this specific game. If I were to develop this further I'd go for some balance between the two, but likely also change some of the fuel placement and map details to better suit the relative controls.
There are computer-controlled players as well but you're playing against yourself (they're just after the same fuel). How many rockets can you build?
There's intentionally no end game, it's a how-much-can-you-do-before-running-out-of-fuel thing. The balance that's in the submitted version is intentionally a bit easier than I was playing it by the end of the weekend, but interested to hear how others get on. I'll likely put up a version with "effects off" for low-spec machines, so might include a difficulty toggle in that as a post-compo version.
--
Tools and stuff: Unity for game engine, no plugins apart from the beta of Unity's own post processing stack and their example particle effects package. Maya for modelling. Illustrator for textures. Music done in Ableton Live. Sound effects all vocals into mic and edited in Audacity & Audition.
--
Post-compo update
Based on the initial comments (in which everybody pointed out the controls), I've done a post-compo build that uses relative left/right controls. I've only changed the directionality of the controls to make sure that the post-compo version is as close to the original compo version as possible, while giving people what is obviously a more generally preferable control scheme. The link to the original compo version is below.
Original compo builds (controls are world relative): https://www.dropbox.com/sh/dy6fdpyh5fnjrst/AADg7FD5GI2t6x2TvXYF_fU7a?dl=0
Personally I prefer the post-compo (more visibly drifty controls) for fun, but the original compo controls for the challenge and this specific game. If I were to develop this further I'd go for some balance between the two, but likely also change some of the fuel placement and map details to better suit the relative controls.