Ludum Dare #54compo
Loss Of Signal
What does space look like, if it had roads?
Your goal is to get to the end of the level (marked by the green, spinning exit), in the least time possible, while burning the least fuel.
The way to do this is to stay as close to the "filament" as you can - the _friction of space_ (I know) is lower here, meaning you can go further and faster.
Be warned though, the filament is dangerous! Staying _too_ close for too long will fry your ship!
- Apprentice: Simple, relatively short stages
- Journeyman: Slightly longer stages, with more complicated filaments
- Master: Each stage has a gimmick that makes it harder than the vanilla stages!
Use W/Up to thrust, A/D or Left/Right to turn, and R to restart the level.
You can hit escape at any time to go back to the level select.
The game is a bit finicky on mobile - made some critical errors with the UI - but you're welcome to try with the web link! Setting my browser to "desktop mode" and then zooming/adjusting the game into view seems to do it.
I loved this Jam - it's been my first solo effort. Spent the first hour or so coming up with totally overzealous ideas. The word "Space" really sang out to me in the end, so I knew I wanted to make something space based, so then it became about putting limits on space. I was essentially inspired by the whole idea of "hyperspace" and getting past the speed limit that is light. Initially the mood of the game in my head was slightly more grandiose (when isn't it for a Jam?), however as soon as I got a primitive version of the game going with the mechanic, I was hooked. It's subtle, but you can definitely feel it, and I really liked the "push your luck" feel of it combined with the feeling of having to constrain yourself even though space is infinite around you.
This has also been my first Jam with Godot over Unity (thanks for that whole licencing debacle, finally pushed me over the edge), and honestly I don't think I'm ever going back. Even with having to use V3 rather than V4 for access to Web + C#, the whole thing went really smoothly.
Objective
Your goal is to get to the end of the level (marked by the green, spinning exit), in the least time possible, while burning the least fuel.
The way to do this is to stay as close to the "filament" as you can - the _friction of space_ (I know) is lower here, meaning you can go further and faster.
Be warned though, the filament is dangerous! Staying _too_ close for too long will fry your ship!
Difficulties
- Apprentice: Simple, relatively short stages
- Journeyman: Slightly longer stages, with more complicated filaments
- Master: Each stage has a gimmick that makes it harder than the vanilla stages!
How to Play
Use W/Up to thrust, A/D or Left/Right to turn, and R to restart the level.
You can hit escape at any time to go back to the level select.
Mobile
The game is a bit finicky on mobile - made some critical errors with the UI - but you're welcome to try with the web link! Setting my browser to "desktop mode" and then zooming/adjusting the game into view seems to do it.
Thoughts
I loved this Jam - it's been my first solo effort. Spent the first hour or so coming up with totally overzealous ideas. The word "Space" really sang out to me in the end, so I knew I wanted to make something space based, so then it became about putting limits on space. I was essentially inspired by the whole idea of "hyperspace" and getting past the speed limit that is light. Initially the mood of the game in my head was slightly more grandiose (when isn't it for a Jam?), however as soon as I got a primitive version of the game going with the mechanic, I was hooked. It's subtle, but you can definitely feel it, and I really liked the "push your luck" feel of it combined with the feeling of having to constrain yourself even though space is infinite around you.
This has also been my first Jam with Godot over Unity (thanks for that whole licencing debacle, finally pushed me over the edge), and honestly I don't think I'm ever going back. Even with having to use V3 rather than V4 for access to Web + C#, the whole thing went really smoothly.

Comments19
@stefan-b I'm almost certain the "optimum" path for some of the levels is to just ignore the filament and gun for the exit :joy:
It was probably quick to make, but it looks stylish.
And style is almost always more important than the amount of details.
The filament looks extra cool (thanks to the flow animation).
It's admirable that you managed to make the mobile controls working during the compo.
The amount of different levels and extra mechanics, not to mention the different difficulties says a lot about your productivity. I think the most common thing to have is like 2 or 3 levels in the jam/compo game. You managed to create much more. I haven't played all of them, but I tried one level from each difficulty. They do feel different enough.
Now some of the less positive thoughts about the game and its implementation (I'm keeping in mind that this is a compo).
Some simple music would make the game a little bit more lively in my opinion. Some simple tools allow you to create a track in 10-20 minutes. It won't be a good music, but it's something. People can turn it off if they hate it, but for a 10-15 minutes session (most of the jam games don't get more than that I believe) it would make the experience much more gamey-like.
The docking feels awkward, but that is to be expected I guess. I got used to it after a couple of runs.
It does change the pace from going at full speed to a turtle speed though. Not sure if this can be addressed in any way.
The friction/proximity interface/terminology is overly complicated in my opinion. :sweat_smile:
As far as I understand, the proximity means the countdown until you get destroyed.
There could be a more intuitive way to represent it, like calling it DANGER or something.
Friction is probably related to the extra speed boost, but again, I'm not sure it adds anything to the speed counter. Players don't need to be explained about what "danger" would do - if it's full, something bad will happen. A full "proximity" doesn't convey a clear message to me.
It wasn't convenient to play the game in the browser from my desktop as full-screen mode is not supported (?) and some vertical part of the screen gets out of bounds. I was only able to see 80% of the screen due to that. It's not a biggest issue, but it would make some of the interface invisible to me, depending on which half of the screen I'm going to focus on. Making 2 layouts would be too much for a compo game, but I have a feeling that most people here would rather try to run your game in the desktop browser if there is such opportunity. I don't have any statistics that would support this theory, so I might be wrong here. :D
In my opinion:
browser game > mobile browser game > desktop build > mobile build
Running a browser game is basically ~zero efforts. Running a game on a phone might require an extra step, because while you're playing games on LD, you usually don't expect them to be a mobile game. Therefore, there is a higher chance of a player sitting in front of their PC/laptop. Desktop builds are a pain to download and run (anti-virus may go crazy and for a good reason). Mobile builds are like desktop builds, but also could be more dangerous and they still require a device switch.
I hope this is helpful at least in some way. :D
But since you have a nice sound cue for it, maybe the visual representation is not that important.
I'd say the overcomplicated UI was part of my intended aesthetic, but it could do with better explanations if I'm going that route. I'd initially thought about implementing a small tutorial but opted for going for content on this one!
@ttkayttis I definitely think there is some fun to be had with fine tuning the numbers under the hood to make it tighter/more satisfying, but I'm happy with where it landed!
(Cool to hear your thoughts about Godot. I also did my first game in Godot and I feel the same)
I absolutely adore the vector art style, this reminds me a lot of some great-looking vectrex games, and it's wonderful playing this in a dark room and having the bright lines accentuated, it's just awesome. I hinted at it before, but the sound design was wonderful as well. The danger indicator, you immediately understand how it works with the sound cues, and it's perfect to not need to look at the bar every second and keep concentrating on the filament. Same with the thrust, you really feel the difference between firing the thrusters and drifting through space.
Gameplay was fun, I went from apprentice to journeyman to master. The master levels were the greatest, I loved the variations in the gimmicks. The chase one was my favorite, that one was very hype, trying to keep up. Beautiful game, great job!
Very interesting variation with the last levels. I would found interesting to have something less smooth between empty space and "filament flow" to hehance the feedback. But it's a compo, well done and hudge respect :clap:
Loved this. As a kid that grew up on Asteroids on windows, this hits for me in a big way. would love to write music for this. nice work!!