Space Travel 15 by jk5000

The idea It has often been said that internet and travelling has made the world smaller. So I have made a travelling game, of course with a small twist.
The story A planet very long away, has invented their first flying machine. It's a good old-fashioned UFO.
You are the only pilot of this planet. Therefore you must transport all the passengers of this planet alone. But beware it is not good if any of the planet's airports overflows.
The rules The goal for this game is to fly the the planet's passengers to the place that they want to visit. You've lost the game when just one of the airports gets overcrowded.
The controls This game is controlled with the mouse. - To rotate camera press the right mouse button and move the mouse. - If you hover the mouse over an airport in the HUD, the world rotates toward the airport. Click on airport in HUD also select this airport as the next destination. - Press escape to quit the game. - Press 0 on the keyboard pauses speed. - Press 1 on the keyboard normal game speed. - Press 2 on the keyboard double game speed. - Press 3 on the keyboard three double game speed.
Helpful info - When your UFO are in an airport the game time stops. This means that while the UFO are in an airport there will not happen any changes in the number of passengers in any of the airports. - Think ahead when you choose which passengers you bring to the next airport.
Used software - Unreal engine 4 - Blender - GIMP 2 - Inkscape - Audacity - LMMS
Good Luck
Downloads * Win32: https://www.dropbox.com/s/cldr1293l0r1wx2/SpaceTravel15%28Win32%29.zip?dl=1 * Win64: https://www.dropbox.com/s/kj3rg2bpwb9vv49/SpaceTravel15%28Win64%29.zip?dl=1 * Souce: https://www.dropbox.com/s/x8k9g66ttoqpke3/TravelSmallWorls.zip?dl=1
Bug fixes and other small changes
- Fixed a bug where the passenger numbers in the "UFO info"-panel, not was the same as the passenger numbers in the "Go to"-menu
- Fixed a bug that did it possible that new passengers occurred when the game was paused.
- Fixed a bug that did you had to double click the start button, to start the game.
- Fixed a camera rotation bug.
- You can now see when the game is paused in the HUD.
- You can now change the game speed by pressing 0, 1, 2, 3 on the keyboard. This does not change anything in the gameplay, it just makes the game faster/slower to play.
Ratings
| Overall | 315th | 3.211⭐ | 92🧑⚖️ |
| Fun | 308th | 3.078⭐ | 92🧑⚖️ |
| Innovation | 246th | 3.216⭐ | 90🧑⚖️ |
| Theme | 223th | 3.533⭐ | 92🧑⚖️ |
| Graphics | 365th | 2.956⭐ | 92🧑⚖️ |
| Audio | 259th | 2.906⭐ | 87🧑⚖️ |
| Humor | 301th | 2.408⭐ | 78🧑⚖️ |
| Mood | 376th | 2.807⭐ | 85🧑⚖️ |
| Given | 241🗳️ | 311🗨️ |
Excellent work - well executed and a great idea. I look forward to reviewing it properly.
Amazing work!
I only have a bit of complain about the HUD, I'm playing on a big TV at work so having to constantly go from bottom left to top/middle right is really tiring (and miss clicks). Maybe you could put the UFO control somewhere closer to the airport info panel?
@avavt I agree the transport panel and Info panel should have been closer to each other.
Thank you for your feedback, I will use this if I decide to continue working on the game.
I think this game would be more fun if it was focused more on tactical decisions rather than being pressed for time, for example if it was more about trying to figure out how to make the most profit. You could consider a UI that lets the player plan the moves further ahead of time, to reduce the need for frantic clicking, and maybe slow down the flight time to give the player more time to think about tactical decisions.
I believe that the tactics is in focus in the game. When the UFO e.g. are in an airport the time stops, this mean while you are in the airport there will not be any changes in the number of passengers in any of the airports. This means that you have all the time you needs to deride where to go to next and which passengers you want to bring to the next airport. An important part of the game is constantly thinking ahead. It is e.g. important you not only move passengers that needs to go the next airport.
I thought of making a system, so you could plan some routes. But because passenger numbers at the airports constantly changes, it is hard to make such a pre-planning system. And while the UFO flying from airport to airport, you have nothing to do.
And yes the increase of difficulty is perhaps to fast, but I would not have the game to be to long. For many game jams players a short game is often preferred.
Thank you @avon for the feedback, it was really great.
Thank you @binaryferret for the feedback, and in general never be afraid to give feedback.
The very beginning is too slow. You should add the third station after just a two trips, not 8 as it seems to be currently. The GUI is also problematic to the degree where I stopped using the station panels altogether.
One potential solution to the GUI problem would be to move the UFO panel functionality to the station panels. Each station panel would have a GO button, except the one where you are currently parked. The current panel would have the + and - buttons for adding passengers. The UFO stats still need to be shown in the separate panel, but this is not an issue as it would be a non-interactable element.
Good effort overall, have an :alien::airplane: (the 🛸 (flying saucer) emoji is so brand spanking new that it probably won't show up yet, too bad)
And thank you for the great feedback.
However after a few airports opened it took me a bit of time every turn to figure out which airports are full of which type of destination. It might make it easier if you put every traveller in the airport with the appropriate color in the boxes, instead of having a the list of destination with numbers (hope the wording makes sense).
And thank you for your feedback.
The whole planet thing was cool visually, but felt awkward to scroll around. Therefore I love that you made it so you click the airports on the side directly!
As others have said the it's cool how you have to plan ahead, and the upgrade system is very nice! If you add more to this game it could turn into something really fresh, since the whole concept feels very innovative.
The graphics for the planet could use some more work, but it's not bad either. I like the UFO. Graphically I like the UI, but it might be possible to improve how it works like others have said.
Well done!
Thank you for the kind words and thank you for the feedback.

BTW if you plan on working on this further, I think this game could do really well on mobile platforms.
Also, this may just be because I'm tired, but at first it wasn't clear to me why passengers that didn't need to go to the particular airport (UFOport?) you're at wouldn't stay on the craft. Haveing them stay at the airport you just went to *does* give it an additional tactial layer though! :slight_smile:
(I also totally missed that time stops when landed, but that's on me...)
One last quible: You've to click the start-button twice in the beginning.
Sorry for all the negativety, but overall I enjoyed it! :slight_smile:
- The HUD differently needs some changes, and the idea of moving the "go to menu" closer to the "UFO info panel" is absolutely one of the solution to the HUD problem.
- It is not super clear in the game, that the time stops when the UFO is in an airport. Again a HUD problem.
- The dobbed click on the start button, is fortunately a very easy problem for me to solve. But I am super happy you mention it.
- In a way I think it is great that you did not understand the tactic element from the beginning of the game. In the beginning of the game the focus is on learning the the player how to move passengers from airport to airport. I hope the player see the more tactical element of the game, when it is no longer enough just to move passengers from airport to airport.
Thank you @remco for your feedback. And to me you did not too sound negative. You just sounds interested in helping me, to make the game better.
Thank you @saurabh for the kind words and thank you for feedback.
Gameplay is pretty fun, and pretty fast I knew which airports were close together and which werent and which colors I should take together, I built a buffer airport to hub between runs, it ws gettign pretty interesting, I do note that +2 capacity in your UFO is miles better than +5 airport capacity, at least while it is relevant.
I think I played around with somethign which Im not surei f it is intended or not, when unloading into an airport with say +3 and airport at 8/10 the number goes to 11/10 and I wouldnt lose, I assumed this worked this way every time, but then suddenly one trip I lost, it seems an extra passenger was generator after I landed and that triggered the loss. Not sure how the original concept was supposed to work, but that was my only grievance, the game is deceptively fun, I tought I was going to get bored but it has hidden layers of depth, very good entry! now I'll go for another run and try to beat @shodanon
@maggardjosh The reason there is no "go to"-button in the "UFO info"-panel, is because it makes it
very easy to forget to get passengers loaded on the UFO, before flying to the next airport.
@undefinist the info UFO Panel is constant showing the correct number of passengers. The "go to"-menu only gets the passenger numbers when it opens. This does in rare cases means that the numbers of passengers in the info panel and "go to"-menu is different by -/+ 1 passenger. This is of course a bug I have to do something about
in updated version of the game. I personally like the font, but it is also very likely i change it.
Thank you to all of you for some really great feedback. And I am happy you liked the game.
Also, the escape button killed the game instantly, I was expecting at least a confirmation dialog (I mistook it for the pause button and accidentally quit everything :cry:).
Overall, a neat idea and solid execution that would benefit from better pacing. Keep it up!
*Whshshsh* (love that sound)
Still, Feedback Friends remains useful all the time, since at the moment ldjam.com doesn't allow you to sort games or even track mentions, responses or your own comments.
Really love that you got a tutorial built into the game, always appreciate when Ludum Dare entries have that.
I like that I can Rotate the world. The co-ordinates seem to not match my mouse sometimes but I like that it's responsive and easy to turn.
I like that I can select cities either by clicking on them in the world or using the list down the side.
Would love to see visual representation of the passengers inside the cities themselves.
The camera controls got totally messed up in my playthru and it meant I couldn't play anymore. Having to manually load and unload passengers was not intuitive nor fun. I think setting the camera rotation based on world space rather than the rotation of the planet would really improve the experience.
@occultone to understand why the game have a manually load and unload system, you have to play the game for a bit longer time.
But thank you for some great feedback.
I played the game on my stream here: https://www.twitch.tv/videos/139989925 (at 1:36:21)
The whole 3D Graphics with planet and UFO would not have been necessary for the gameplay itself, but it adds a lot.
Relaxing sound.
Good job!
Not sure if it's been said, but some thoughts on the UI: I would have really liked if the different colored passengers all lined up in similar columns between all of the airports (with a strike/empty for that airport's target.. uh, demographic). Would have made the mental burden of optimizing a little better for me, I think... Though that would necessarily make the airport elements longer.
Also... Are the passengers OTHER UFOs?!
A really good entry ! The sounds/music are really cool and the difficulty raise not too quickly and not too slowly.
Un grand bravo !
I think you should just work more on graphics, and the game could be perfect !
Keep creating game :)
Good job on the UI and accessibility, with the hovering over the airports etc. However the mechanics of clicking a small button to grab passengers was frustrating. Also I wasn't clear about the rules - would all passengers aboard get dumped at the arrival airport? I think that's how it works, but not sure. Also good work on the overall graphics, I liked the atmosphere glow you added there.
I got to 4th airport, not sure how much longer the game lasts. Good job!
I find myself adding passengers on one side of the screen, then choosing destination on the other, then moving back to the other side again just to say go; so I end up spending more time moving the mouse than passengers.
I go in to more detail in this video.
https://youtu.be/v2p2lrV26C4
'Space Travel 15' holds a special place for me in this competition because it's the first game I played and commented on and it's still one of my favourites. (I know we're not supposed to say what ratings we gave but I'll say this: I've only given out a total of eight "Five Star" ratings in the OVERALL category having played 178 games (so far) and if you were to go looking for them elsewhere then you'd only find seven of them. :grinning:)
Please do try my game even :
https://ldjam.com/events/ludum-dare/38/sunken-mystery
Also please check out my game!
The only downside is the UI. I had to move the mouse all the way from one corner of the screen to the other very fast and finding airports in the 3D world is not fast enough in later stages. Not sure if that's how you planned it.
Great work!