Elder Sub by IndieKylo
Elder Sub is an FTL inspired game, although significant cuts had to be made in order to finish it in time.
Stop the invading deep ones, patch up the hull breaches, and try to survive! Go to the medical room to heal!
CONTROLS:
Left Mouse - Select Units
Right Mouse - Order Units
R - Restart
ESC - Quit
Stop the invading deep ones, patch up the hull breaches, and try to survive! Go to the medical room to heal!
CONTROLS:
Left Mouse - Select Units
Right Mouse - Order Units
R - Restart
ESC - Quit
| Windows (Original) | https://dl.dropboxusercontent.com/u/28433981/ElderSub.zip |
| Windows (2X Scale) | https://dl.dropboxusercontent.com/u/28433981/ElderSub_2X.zip |
| Post-Jam DevLog | http://forums.tigsource.com/index.php?topic=40569.0 |
| Original URL | https://ludumdare.com/compo/ludum-dare-29/?action=preview&uid=25318 |
Ratings
| Coolness | 70% | 3 |
| Overall(Jam) | 3.52 | 174 |
| Audio(Jam) | 3.32 | 259 |
| Fun(Jam) | 3.07 | 328 |
| Graphics(Jam) | 3.98 | 149 |
| Humor(Jam) | 2.89 | 244 |
| Innovation(Jam) | 3.15 | 311 |
| Mood(Jam) | 3.46 | 196 |
| Theme(Jam) | 3.64 | 138 |
@tomhunt: They are either drowning due to a flooded room or are being killed by the monsters. Also, the monsters were going to have more behavior but there just wasn't enough time to implement it.
The take on RTS controls is different and interesting. Nice pathfinding. I like the particles in the water and the tentacle, it hints at a giant monster and leaves a lot to the imagination.
I wasn't sure what the end game was going to be... seems like if I moved all my guys to where the enemies boarded I was going to stay in good shape.
FTL, huh. Game does has an overall feel on an undending onslaught of Mantis-Lanius hybrids with drones added to the mix. Curious to see what the full picture would have looked like.
Anyway, good work.
really good start, i'd like to see more!
@BenW: Once all breaches in a room are fixed, the water level should go down regardless of if there are still guys in it.
Might have been nice to have a game over circumstance.
There is real potential in making an action based micro game.. like needing to swap guys in and out of the med bay paying careful attention to everyone's health. It just needs game balance and as everyone else has been saying - more stuff.
With that said, there's a lot to like about this game. Even without instructions, the game does a good job of explaining its mechanics by having your units act automatically in certain situations; for instance, I learned about repairing broken walls when units moved in front of one of whatever room I sent them to (some visual progress on repair would have been nice, but the tone made when fixing a wall did the job well enough). Also, the red + in the med bay made it easy to recognize it as a heal room, despite how small it was. In regards to gameplay, managing between combat, survival, and upkeep among several units & locations is a great idea and a lot of fun, and the RTS-style point & click controls did a great job of keeping all this action manageable.
All in all, this game is a great proof-of-concept. I know you're already aware of its shortcomings & working on a post-jam version, so I'm eager to see what will come of it!