wilson-taylor 2020-04-19 18:52
Multiple playthroughs are tough because of the unskippable dialogues, but this is intensely ambitious for a compo game! Good job!
Foon → Ludum Dare Explorer → LD46 → Myrion Station
By jamesvaughan
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 894 | 2.97 | 22 | |
| Fun | 918 | 2.70 | 22 | |
| Innovation | 816 | 2.92 | 21 | |
| Theme | 639 | 3.55 | 21 | |
| Graphics | 988 | 2.47 | 21 | |
| Mood | 607 | 3.10 | 21 |
Multiple playthroughs are tough because of the unskippable dialogues, but this is intensely ambitious for a compo game! Good job!
I didn't see the point of the mazes and eventually ended up running out of oxygen :(. There seemed to be something to the game but I couldn't find out what it was :(
I really liked the theme of the game and your interpretation of "Keep It Alive" was spot-on. The maze is too big for the usual "follow one wall" trick to navigate safely so this encourages more random exploration of the map. The dwindling air and food supplies really add some tension into what would otherwise just be an exploration game, and I really felt huge relief for my poor astronauts when I would find air or food. I will definitely be revisiting this game to see more of the story which I just got mysterious hints at and maybe even make it out alive! -- Zen
An interesting maze game! Sadly I ran out of oxygen before I could get "get back home"... :( Also like @wilson-taylor mentioned, it'd be a bit nicer if there wasn't a sudden lock of input during the dialogues. I'd say all that's missing is nice moody soundtrack!
It is a classic maze game with pressure of keeping alive. <- It is a good game idea (I really enjoy the excited time when I going to running out of oxygen, then find the supplier.).
**The problem is how to balance the oxygen suppliers amount**. Too much -> just a maze game. Too less -> always died.
The solution is **Dijkstra's Algorithm**(Shortest path) and **Director System**(Dynamic Difficulty, I knew it by L4D2). Use Dijkstra to find the proper distance position to put the supplier, and use Director to decide when to put.
typically the kind of game that I would like to see develop over more time !! I will follow you closely to see your future projects!
Really cool concept. I like it when the story/world is focused on in a jam game.
Like some people have said the locking during dialogue is jarring and I think this game would benefit greatly from a reduced map size. I see the point of making it larger so you can get lost and lose your meters quicker however with slow grid movement it ends up being abit tedious.
Would love to see this fleshed out more in a post-jam update!
So i was initially walking around aimlessly and getting a little frustrated at the lack of food and O2 (and the long times to clear messages), but the story points kept me thinking there was more to the game. So after i suffocated, i started again and made a direct line back to the area i died, the visuals were changing just enough to make me think i was moving in the right direction. i left the ship as soon as i had the option to, but now i'm wondering if there was more story that i have skipped by leaving so soon. The story was engaging enough for me to stick around (the location of the sol base was an interesting touch). nice work.
Nice exploration game. Reminded me some games I used to play a lot thirty years ago! I enjoyed the vastness of the spaceship, which contributes to the mood of the game. I would have wished to have more things to do, more often, though.
Really Hard but that's what makes it fun for me!