Captain! Captain! We need you to use the last Infinibattery to run this ship! All these asteroids and Space Pirates are getting in the way of the Warp Gate!
You got this! We believe in you, captain! Keep this Ship alive!
Nice! Loved the concept with the battery, had quite a few "oh shit" moments when I realized the entire dashboard ran out of power. It's Hard! Especially shooting. I might just be a bad shot, but having some more ammo and tuning down the difficulty in the start of the level would have been great from my perspective.
This is a really cool way of piloting a ship. I love this especially when you start getting stressed about what is going on and then everything just goes crazy.
This is possibly my favorite game of this jam. I love the battery management mechanic and I would LOVE to see you push this on to a full game release. WELL JOB!
Well done. Enjoyed this a lot. Would be cool if each battery slot was bound to a key so it would be playable with keyboard (I suspect stress level would be around the same). Thanks for the game!
I love the mechanic of the solo battery. The music is very relaxing to listen to but I do agree it is somewhat difficult but not in a bad way. Perhaps difficult is the wrong word to use. What I should say is its like chess, easy to learn but hard to master!
Love the management. Fun, stressful, without feeling tedious or annoying. It's really hard, though. I'm not sure I ever made it a third of the way through. If you run out of ammo during a conflict it's pretty much game over, which would be fine if you could aim and shoot, or if there wasn't any chance of getting three enemies at once while I'm recharging my battery. Nice work, though. I had a lot of fun.
@thedashdude I'm going to run an idea by you specifically. Do you think it'd be interesting if there was a form of a mechanic that could create a form of energy shield?
Loved this game! It feels polished all the way down to the great sound effects, awesome job in many areas! And I was just about to suggest energy shields, I actually thought the health bar was shields and there was a way to recharge it. Also if you could unlock and charge another battery in the background, would definitely be a way to manage the later game quantities. The balance of a game like this is understandable though for a 48h development. Concept and execution is amazing nonetheless!
Really love it, one of my favorites of the jam! I really like the core mechanic, you could definitely take the mechanic further, even with other game! Love it! Great job! Hope is does really great, and great luck!
This is one of my highlights so far! Really well made game, I love the concept. For some reason it is very satisfying to do pretty much anything. I will be coming back to this one later I'm sure! Great job!
Wow this is really something! It's such a cool concept, and executed brilliantly! Looks, sounds and feels fantastic. It's incredibly tense for such a simple thing, excellent work!
@supergamersgames Yes I do. Lots of ways to implement it, too. Maybe you can charge it up to absorb one hit. Or it could just be a passive thing, where it made you invincible while plugged in. That would allow for some fun quick changes in firefights. Maybe you always have a shield, but when plugged in it could move the direction it was blocking. Might require a little change in how the enemies shoot, though, as currently all the shots come from a pretty narrow angle, so the shield would have to be irritatingly small to not be overpowered.
I was actually thinking about this game again, as I really liked it, and was wondering if you had considered adding a second battery. Not sure how it works with the number of items going on now, or in future versions, but it would give a little wiggle room for the player. Maybe the gimmick for a level 2?
I love this concept. When I downloaded it I looked at the screenshot and realized what the gameplay was and got stressed out immediately. It's hard! I really like it. The music and ambiance is done really well. I got into it and as I predicted, the game stressed me out. The juggling of the battery as a resource is very clever. Good job on your entry! Thanks for letting me play your game!
Once I got the hang of what you're actually meant to do, I loved it! A little more instruction at the start would be good, but by a few attempts I could properly control the ship and it got really fun! The art and sound were perfect, the game felt fantastic, but above all the mechanic of only being able to power one system at a time is excellent. Fantastic job! My only criticism would be that once I got to about half way, I spent almost the entire time charging the ammo or firing at enemies, and I wouldn't have any time to move forward and make progress and this did get frustrating after a while. In my opinion there are a bit too many enemies, especially for only halfway through. Maybe in the last quarter it could get ramped up to that difficulty.
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Good job! This really is fun and can see myself playing for a while. As feedback maybe we could rotate the aim with the arrow keys?
As for stressful, remember, what you are feeling is called... Fun! :P
(After looking up what Sunless Sea is).
Nope, not my intention to make it similar to that. XD
The Piloting is unique, the way I have to switch the module for different controls are so COOL!
But it gets hectic when the enemy is here and im not ready yet XD
And I was just about to suggest energy shields, I actually thought the health bar was shields and there was a way to recharge it. Also if you could unlock and charge another battery in the background, would definitely be a way to manage the later game quantities. The balance of a game like this is understandable though for a 48h development. Concept and execution is amazing nonetheless!
great ambient, great graphics, nice sound effects.
note: played on linux using wine, it works perfectly.
Maybe you can charge it up to absorb one hit.
Or it could just be a passive thing, where it made you invincible while plugged in. That would allow for some fun quick changes in firefights.
Maybe you always have a shield, but when plugged in it could move the direction it was blocking. Might require a little change in how the enemies shoot, though, as currently all the shots come from a pretty narrow angle, so the shield would have to be irritatingly small to not be overpowered.
I was actually thinking about this game again, as I really liked it, and was wondering if you had considered adding a second battery. Not sure how it works with the number of items going on now, or in future versions, but it would give a little wiggle room for the player. Maybe the gimmick for a level 2?
https://ldjam.com/events/ludum-dare/46/signal-fire-on-mystery-island/my-first-ludum-dare-and-i-really-enjoy-playing-all-those-awesome-games
This is my current thinking so far:
Slow down the difficulty increase and give the player less mechanics to worry about from the start.
Add a way to recharge health.
Add a way to block enemy projectile
Replace the Ship Battery system and make it attached to the battery itself. Add a charging port in addition to this.
Add more batteries.
A little more instruction at the start would be good, but by a few attempts I could properly control the ship and it got really fun! The art and sound were perfect, the game felt fantastic, but above all the mechanic of only being able to power one system at a time is excellent. Fantastic job! My only criticism would be that once I got to about half way, I spent almost the entire time charging the ammo or firing at enemies, and I wouldn't have any time to move forward and make progress and this did get frustrating after a while. In my opinion there are a bit too many enemies, especially for only halfway through. Maybe in the last quarter it could get ramped up to that difficulty.
Overall though, one of my favourite games so far!