Broken Shuttle by Nyri0
My first Ludum Dare \o/
Principle
A physics puzzle game where you control a shuttle running out of power, and you must use gravity to save energy and reach the space station.
Screenshots

Controls
Mouse buttons (more details in game).
Installation
Windows: unzip the files and run game.exe
Linux: you must have python and pygame installed (pip install pygame), and you can run the game with python3 game.pyw. If the game doesn't start, try with pip3 (or python3-pip).
| Windows | https://nyri0.itch.io/broken-shuttle |
| Linux | https://nyri0.itch.io/broken-shuttle |
| Original URL | https://ldjam.com/events/ludum-dare/39/broken-shuttle |
Ratings
| Overall | 173th | 3.577⭐ | 28🧑⚖️ |
| Fun | 188th | 3.444⭐ | 29🧑⚖️ |
| Innovation | 260th | 3.259⭐ | 29🧑⚖️ |
| Theme | 221th | 3.704⭐ | 29🧑⚖️ |
| Graphics | 305th | 3.333⭐ | 29🧑⚖️ |
| Humor | 125th | 3.148⭐ | 29🧑⚖️ |
| Mood | 258th | 3.115⭐ | 28🧑⚖️ |
| Given | 31🗳️ | 26🗨️ |
@gistnoesis
Sorry for the trackpad. When I make an update of this game, I'll allow control with keyboard (it's really easy, just two if-then-else statements to modify).
You're totally right for the levels, I wanted to do so much more, with more planets, little asteroids etc. But I obviously didn't have enough time... The levels system actually supports that kind of levels, I just need to have time and courage to make new levels (drawing the sprites, conceiving the levels, playtesting).
Don't get me wrong though, I loved the game! From the art, to the conversation between the characters. I had great fun with it!
It all felt really polished. The challenge was also balanced, with a nice difficulty curve going through the levels. And, I'll be honest, a lot of the dialogue was really witty and I enjoyed every bit of it.
Overall, I feel like you did a great job on the game!
Really good entry, good job!
## Feedback:
For a first LudumDare event, very nice. You must have some good prior experience or/even jamming experience. The art was pretty consistent. Relatively minimalistic, but works quite well. The game had a storyline of sorts that went along with it which was quite neat, I'm not convinced it really had a solid effect on mood or not, but I liked it. The game was quite simple to grasp the concept, fire engines with very limited amount of power that runs out extremely quickly and use the gravitational pulls to reach the station.
Thankfully you didn't need to reach the station at a slow speed. The hit box felt about right, in general, but there was once or twice I was hoping it had been more generous. Back to the cutscene, because the mouse buttons flipped the text I didn't get to see some of the text because I was busy doing "micro" boosts to reach the station and it skipped beyond. That said forcing keyboard use to change cutscene would be a **no-no** as well. Maybe a forced delay of 1/4 or 1/2 second before skipping the first text of a cutscene? Perhaps even when within a range of the space-station, maybe do a slowdown/visualization of docking - before entering the story mode. Indicating no more key pressing needed.
Finally because of the story mode going along I felt the ending was a little more abrupt. I assume there were more levels planned and cut based on the script? Otherwise maybe more hint of ending and some more victorious, **WE SURVIVED** / heroic text could be added to the story end. Audio was missing. Sound effects for the engines, collision of a planet, and something during cutscene could have really brought feedback to another level.
All in all a good entry.
I think the problem is that it feels too luck-based. I didn't spend that much time thinking about how the different objects could affect my course, but rather trying very very slight variations of the last thing I tried, until I somehow got it right. I think this is because the ship's control is too minute, so it's more of a precision game than a puzzle game.
The level with the moving planets is a bit better because it does seem that you have to think logically. But it's still plagued by the ship's sensitive controls: it should be more obvious that you're failing because you're not following the right strategy, instead of feeling that it's because you didn't control the ship correctly. So the solution is to make the ship easier to control, more predictable.
Ultimately, in it's current form it's not that much fun, at least for me. It didn't feel like a puzzle game that I was beating with my wits and learning with each level, and it didn't feel like a dexterity game where I learn to control the ship with each level. It just felt like, in each level, I had to start trying things out and hope for the best, and nothing from the previous levels helped me.
Man, maybe I wrote too much. I hope what I said makes sense!
A part from that this a great game that I really enjoyed playing and I'm really curious to see what you'll achieve next Ludum Dare ! Keep up the good work ;)