
Voyager
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).
Travel through deep space from your home planet to the nearest star. Inspired by roguelike games like FTL.
While on your way, you will be faced with both random and scripted encounters. If you're asked to, use the mouse to power and de-power the connections (click the connections, not the system names) between your probe systems and accomplish your current task.
Made completely from scratch (code, graphics, music) as it was intended to be a Compo entry before I missed the submission time. I also took the opportunity to learn about the Zenject framework and used it extensively in the game.
Tools used
* Unity with Zenject
* GIMP
* Blender
* Mixcraft
I improvised the music in the last 15 minutes before the deadline, so if it gets annoying, you can mute it with the M key.
Missing or incomplete
* Balance, the game is too easy and slow as it is.
* An in-game help system to better explain the inventory and the controls.
* Far more random events. Currently there are 21, and the game still feels like it is repeating them too often.
* I didn't manage to add some of the planned mechanics. The probe systems and connections were originally meant to be able to fail and break, and the player would have to repair or work around them in addition to completing the tasks.
* After I finished the game I realized that many of the encounters don't make use of the probe systems so they don't show any visual feedback, and I made models for them (happens with ringed planets and asteroid fields).
* You can get blocked in an encounter if your fuel is too low.
* The item icons are terrible.
While on your way, you will be faced with both random and scripted encounters. If you're asked to, use the mouse to power and de-power the connections (click the connections, not the system names) between your probe systems and accomplish your current task.
Made completely from scratch (code, graphics, music) as it was intended to be a Compo entry before I missed the submission time. I also took the opportunity to learn about the Zenject framework and used it extensively in the game.
Tools used
* Unity with Zenject
* GIMP
* Blender
* Mixcraft
I improvised the music in the last 15 minutes before the deadline, so if it gets annoying, you can mute it with the M key.
Missing or incomplete
* Balance, the game is too easy and slow as it is.
* An in-game help system to better explain the inventory and the controls.
* Far more random events. Currently there are 21, and the game still feels like it is repeating them too often.
* I didn't manage to add some of the planned mechanics. The probe systems and connections were originally meant to be able to fail and break, and the player would have to repair or work around them in addition to completing the tasks.
* After I finished the game I realized that many of the encounters don't make use of the probe systems so they don't show any visual feedback, and I made models for them (happens with ringed planets and asteroid fields).
* You can get blocked in an encounter if your fuel is too low.
* The item icons are terrible.