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Interstellar Cruise
Interstellar Cruise
By drauthius
View on Wayback Machine
| Category | Rank | Score | Count |
|
|---|
| Coolness | 1 | 100 | | |
| Innovation | 397 | 3.30 | | |
| Overall | 398 | 3.43 | | |
| Fun | 522 | 3.15 | | |
| Audio | 530 | 2.98 | | |
| Mood | 564 | 3.16 | | |
| Graphics | 615 | 3.26 | | |
| Humor | 619 | 2.48 | | |
| Theme | 704 | 3.46 | | |
Comments
fathom
2015-12-15 04:54
Really ambitious game, I enjoyed it a lot. I would have liked a way to cancel a selection or place multiple items, but you've done a lot already for a game jam. Everything was super solid - art, sound, design, programming... just great work in general.
jayprog
2015-12-15 05:07
Great job! It's fun watching everyone scurry around the ship.
Fun watching the inhabitants wander around. Neat use of a tetris like placement problem. Nice work for a weekend!!
Really enjoyable game, I wish I could have placed parts in a way that corridors would automatically expand when placing room. Got 84 inhabitants untill I lost all my money :)
Fun game, good job! Would love to see the graphics develop on this one, keep it coming!
Nice game, but a bit hard :/ Or I was really bad at it, reached banckrupcy in like 3 minutes XD
I absolutely LÖVE "Construction and management simulation"-games! This is indeed a very ambitious project and I am impressed by the amount of features and polish that you managed to squeeze into the game in such a limited time frame.
I hope that you will consider continuing development, because it has great potential! :)
Really cool idea, well executed for the time you had.
Cool economic simulator. Great work!
paraxite
2015-12-15 21:41
Good game, but was easily exploitable. If you just connect just one of each module in a single line the humans just keep piling into that shaft and never have to leave, so all their need are fulfilled. Other wise very good concept and execution!
trozen
2015-12-15 21:45
Oooh, took me a bit to realize that every time you make a new room, it's randomly sized and shaped. Very interesting mechanic. A way to abort placement (even if it saved the shape you'd rolled until placement) would make it a bit easier to plan things out.
Great work for a weekend, I hope to hear that this gets some more love after and turned into a fully treated thing for, say, newgrounds.
Since the size of the pieces you buy is randomized early game it can either be easy peasy or rather hard.
There are two rules of thumbs that can help you at any stage of the game though. Abundant usage of the 3 and 4-way passages ensures high connectivity between room types, making it easier for the citizens to traverse short(er) distances in order to have their needs fulfilled. Second, the wee fellows are easily bored, so there must be enough entertainment rooms around.
sleepyxy
2015-12-16 07:23
Cool game, it is kind of addicting to build more and more and see your population grow. The scuttling of the little people has a Settlers 2-ish vibe to them and gives a lot of life to the game. I like it!
The story behind it is really neat, but maybe you could have introduced it in a short sequence at the beginning instead of showing it with an image?
I would have liked a way to cancel my selection but maybe that's the hard part of not knowing what you get and where to place it.
shattik
2015-12-16 18:57
Awesome, well-balanced game!
karai17
2015-12-16 22:14
As others have stated, cancelling selection would have been a huge improvement to the game. Otherwise, it's pretty neat. If you could patch that in for a Post-LD release, that would be great!
ryusui
2015-12-16 23:59
I have to give this one extra props for being a fellow Love2D entry. ;)
My biggest gripe is there's no way to cancel room/corridor placement once you've selected something. Second place would be how there's no indication what the different types of room are once you've placed them - it would've been nice if the buttons for each room type were color-coded to correspond with the rooms.
And yeah, it feels really unforgiving at present. XD It's hard to determine the exact interplay between happiness and income, for one.
This is a cool game, and it really leads to a lot of cool patterns! Nice game!
tapehead
2015-12-18 12:31
this is very ambitious game, it's hard but it makes fun. it will be cool if it would be possible to to switch between next possible rooms
Very original concept with nice graphics. I found the difficulty to be very frustrating though, as I just couldn't avoid going to bankruptcy in the early stages trying to placate all the needs. Perhaps I was overbuilding, I dunno.
I love simulation games. Graphics reminds me a graphic mod for Dwarf fortress. Good job guys!
flickta
2015-12-21 18:31
This game looks big! A real space station sim, I like that!
All post-jam features answer my complaints.
I wish this game was much easier. It looks like something I'd like to play for a great while, but I have no chance. First off, I think it would help a lot if the player was given a priority listing making the most critical problems clearly stand out. Second, I think it must be much easer. Especially in the beginning. Sometimes it felt like I didn't get the type of piece I clicked on. If this was a critical fail at e.g. building entertainment, then there's a need for feedback saying that. I think the basic idea is very promising. I would have liked to see different dynamics to different types of problem too. Like entertainment isn't that fast acting, but makes people grumpy for a long time. Maybe they don't like having to walk too far between their food and home and entertainment. And so on. In space, the space shouldn't be the limiting factor really. Great start though and very ambitious for a LD entry.
jod
2015-12-21 20:37
I died so quickly... eep!
scorched
2015-12-21 20:46
Nice idea! Liked the theme! Though I only got 32 citizens :-)
Very nice. I did something similar to this (at least in concept, but without people running around) with my game, but I failed to implement everything that I wanted.
The game is not too obvious at first, I bankrupted too easily the first few times. Then I realized I don't need so much TV sets :)
Very playable game, overall, very good!
Really fun to play. I couldnt get more than 40-odd inhabitants but will probably have another go to get more! (I've played lots already :) )
Cool game! It's a nice Sim space station, it's hard and nice to play!
Great work!
I liked the game, although I am not a fan of this genre. Nice entry.
interesting game!
ambitious!
warboys
2015-12-28 09:05
Enjoyable game! I became bankrupt super quickly on my first try as I didn't read the instructions about income clearly xD
After that I felt the game was a little easy, I had very little need to expand or build more than 1/2 of each room as none of the needs were particularly high. Got to around 63 citizens before ending my game.
Like others have said, not being able to cancel selection is a big problem. Sometimes the game wouldn't allow a connection that looked perfectly fine to me, which was frustrating.
Overall though, great game and I'd love to see more of it :)
Love the idea. Gameplay was a bit confusing at first, but I eventually got it by zooming in and looking at the characters' responses. :)
Ambitious, but a little unclear. There are a few serious usability issues regarding being unable to get rid of a piece after you pick it - I understand that this is a core part of the puzzle mechanic, but perhaps being able to set it aside temporarily might work a little better? I quite liked the game overall though, keep up the good work!
krafty
2016-01-05 01:43
Pretty cool game, good job! It was a little bit annoying not being able to deselect items though =O Good job! :)
mr-a
2016-01-05 01:59
Quite engaging! It's kinda like the best parts of having an ant farm (well, speaking in theory, at least--I never had an ant farm with inhabitants, just a weird plastic shape with dirt inside). Glad to see you're working on post-Jam builds!
A few suggestions (maybe they've been addressed in new post-jam builds?):
- I'd like much stronger visual feedback on the state of needs (maybe scale or color-change based on severity)
- Some of Triple-town's features, particularly a swap-spot for an extra tile, or a random chance of getting a destruction tool, would go a long way in extending playability, I think.
- If you buy a specific connector piece, it seems like you should be able to return it, rather than sell it (sometimes I mis-measured).
Neat idea, love the oddly shaped rooms. I included it in my Ludum Dare 34 compilation video series, if you’d like to check it out :) https://youtu.be/S5oK4fsls3Q