Disco Five by JohnColburn
Disco Five: The Adventures of Discovery-5; Interplanetary Exploration & Prospecting Vessel
Search this alien planet in your rover, searching for valuable minerals. The goal? To buy your very own space ship... so that you can take your rover to even more alien planets.
Has more features than I thought it would, including randomly generated maps, gathering minerals, selling them at the drop site, refining certain minerals into fuel, buying fuel when you run low, and getting towed back to camp if you aren't careful!
I do not know how balanced the game is in terms of money/fuel availability and pricing. Might be too easy or hard to win. Also did not have a lot of time to test for bugs in this final build, so there are likely to be a few.
Either way, though, I think it's a complete game and it can be pretty entertaining! Planning to shine it up a little bit post-compo and see how good I can make it.
=== Known Issues ===
* Discovery counter on the panel is meant to count total discoveries collected and sold. In RC4, it only counts discoveries currently carried (this worked better in an earlier version where you could not sell anything).
* Very hard to reach $10000 goal unless you get very lucky. Takes more than half your fuel to reach some areas of the map, making a round trip impossible.
* Money/fuel value and relative drop rate of minerals is generally poorly balanced, contributing to the difficulty issues.
Search this alien planet in your rover, searching for valuable minerals. The goal? To buy your very own space ship... so that you can take your rover to even more alien planets.
Has more features than I thought it would, including randomly generated maps, gathering minerals, selling them at the drop site, refining certain minerals into fuel, buying fuel when you run low, and getting towed back to camp if you aren't careful!
I do not know how balanced the game is in terms of money/fuel availability and pricing. Might be too easy or hard to win. Also did not have a lot of time to test for bugs in this final build, so there are likely to be a few.
Either way, though, I think it's a complete game and it can be pretty entertaining! Planning to shine it up a little bit post-compo and see how good I can make it.
=== Known Issues ===
* Discovery counter on the panel is meant to count total discoveries collected and sold. In RC4, it only counts discoveries currently carried (this worked better in an earlier version where you could not sell anything).
* Very hard to reach $10000 goal unless you get very lucky. Takes more than half your fuel to reach some areas of the map, making a round trip impossible.
* Money/fuel value and relative drop rate of minerals is generally poorly balanced, contributing to the difficulty issues.
Ratings
| Coolness | 2% | 150 |
| Overall | 3.64 | 25 |
| Community | 3.17 | 80 |
| Fun | 3.50 | 33 |
| Graphics | 3.07 | 94 |
| Humor | 2.57 | 77 |
| Innovation | 3.21 | 68 |
| Theme | 4.07 | 15 |
Very well done but can get monotonous, if not impossible (eventually took me 4000 of my fuel just to get to a mining site and back).
I eventually decided that it was a waste of fuel to try to get back to the base, and just used the towing service.
Being able to spend a chunk of $$ to set up a remote base would be nice.
Good job!
Most interesting experience in the game was trying to judge whether or not I'd be able to make the return trip, or whether it was worth it to keep exploring an hope to find something else. If it were up to me, I'd remove towing from the game entirely and just have the game end if the player can't make it home... Also might be worth thinking of additional drop points around the map!
Anyway, really liked this one.
Not bad. At first I always tried to return but for the later areas you have to go as far as possible and get towed back.
Quite nice!
Overall though I enjoyed it and played for far longer than I expected.
Still, insanely fun and I love the discoverometer mechanic. Very addictive and fun. Also great terrain generation, the maps were really good. Nice work.