CPS - Cryogenic Protection Services by willowblade

[raw]
made by willowblade for LD 42 (JAM)

Story

briefing.png

And so Frank sets out on his journey as the Cryogenic Custodian of the prime voyaging ship CPS-42!

Employed by Cryogenic Protection Services (CPS), a multigalactic conglomerate, it is your job to make sure the passengers survive their intergalactic travel to the tropical amazon planet, Xuriaqs-ZRQ8CSxixuoQ45-RTT#03BR-II.

Normally, this is quite an easy job, but this period in spacetime brings meteor showers on the typical route between Earth and Xuriaqs-ZRQ8CSxixuoQ45-RTT#03BR-II. Thus you will be awoken several times from your cryoslumber to repair the ship before all oxygen depletes and everybody dies!

Will you survive the 500 light-years journey to Xuriaqs-ZRQ8CSxixuoQ45-RTT#03BR-II?

Play the game here: https://all-in-development.itch.io/cps-cryo-protection-services

Controls

  • Move: arrow keys or WASD
  • Eject ship module: F
  • Repair wall: hold the left mouse button when close to the breached wall section

Gameplay

As we are lacking proper in-game screens, the gameplay is explained here.

You're woken up from your cryo sleep with a briefing screen. There are meteors on a collision course with the CPS-42 and it's your duty to make sure the ship and its passengers survive. You can use the Launch Tactical Nuke button to destroy one of the incoming meteors, possibly saving you time and oxygen!

Incoming!!

You wake up in the Life Support (LS) module, you can check the minimap to find where you need to be and which shipmodules (they're flashing) still have breached walls. You can navigate to the correct module using the indications above the doors (and WASD or the arrow keys for movement). We're now going to engineering to get to the Communications bay.

Going to engineering

We spot the breached wall instantly. To fix it, get close!

REALLY CLOSE!

Hold the left mouse button to fix the hole, you should see a progress bar. When the progress bar fills, the hull breach has been repaired.

Fixed!

Sometimes there's not enough time to all hull breaches. If the situation becomes too drastic, you may find yourself forced to eject a module. You can do this by finding the lever in the Bridge, with the captain symbol, for the shipmodule you want to eject into deep space.

The engine room module spotted

With the room ejected, the minimap will look like this:

Ejected room

The day is done, the ship is saved, and you can go back to bed. Will you survive the rest of the journey to Xuriaqs-ZRQ8CSxixuoQ45-RTT#03BR-II?

Shipmodule Functions

Several modules on the ship have important functions to fullfill and ejecting them from the spaceship might make your journey even more perilous!

  • CPS 1-4: These are the modules containing the sleeping passengers... Your CPS superior will allow you to eject one or two of these modules if no other options are available, but losing all of your passengers is inexcusable!

  • CPU: The CPU mainframe processes all data traffic of the different shipmodules. Without the CPU, there will be no briefing screen to tell you about the amount and impact angle of any meteors...

  • Command Center: Those pesky meteors can be shot down by launching a tactical nuke by using this submodule. One less hull breach to worry about!

  • Bridge: Ejecting shipmodules is frowned upon, but sometimes it is necessary! The bridge hosts the different levers to eject submodules. With hull breaches all over the place and no way to eject them, oxygen will run out in no time!

  • Communications: Knowing where the meteors are coming from and which modules have a hull breach can help out a lot! Losing this shipmodule will make your job a lot harder!

Screenshots

Mission briefing

Wake from your own cryo pod

Done after a hard day's work

The wall has been breached

Credits

Team:

Font that was used is Disposable Droid BB and can be found here.

Color Palette is Fleja's Master Palette <3

Made with Unity, Blender & Aseprite

Ratings

Overall 1012th 2.98⭐ 27🧑‍⚖️
Fun 1058th 2.72⭐ 27🧑‍⚖️
Innovation 970th 2.8⭐ 27🧑‍⚖️
Theme 901th 3.096⭐ 28🧑‍⚖️
Graphics 454th 3.635⭐ 28🧑‍⚖️
Humor 637th 2.5⭐ 28🧑‍⚖️
Mood 880th 2.76⭐ 27🧑‍⚖️
Given 24🗳️ 25🗨️

Feedback

earnso
14. Aug 2018 · 19:44 UTC
Pretty good, just a little weird to control at times and the objective wasn't really clear. But then again I could only play the web version since I'm on a mac, so I might be missing something?
Ben Lee
14. Aug 2018 · 20:21 UTC
Interesting. I have a few minor concerns:
1. There was a point at which I repaired all of the holes in the defense module (the patched-up-metal-sprite appeared over the holes) and was not losing oxygen, yet the room was still blinking orange. I had to eject the room to continue :/
2. I got stuck on the doors a few times — didn't cause me to lose the game, but just worth noting.
3. The back to sleep button at the end of the game doesn't seem to work?

I really liked the pixel-art style! I wish it had been applied to the player's hand as well — felt kind out of place, as did the meteors. While on the topic of visual things, it would be nice if the hole would be 'patched' as soon as you repair it, instead of having to repair all holes in the room before it gets patched. You can also see into other rooms through the holes, as if the rooms didn't have exterior walls (and you can see rooms that you've ejected). Nonetheless, great work! I played through the whole thing.
the_ShaderMaster
14. Aug 2018 · 21:06 UTC
Yes @earnso, the controls feel a little bit weird, but we didnt really have time to properly fix it. You played this game when the introductionary text (see above) was not yet available. The game is pretty confusing without it :)

Heyo @ben-lee, the Back to Sleep button quits the application and doesnt work in the web build. There are still a few bugs present and we are looking into it.

Thank you both for your kind words!
ZephyrExtreme
15. Aug 2018 · 18:26 UTC
No kidding, really liked the pixel style. Good job man! Besides I don't really have anything to say but I liked it because it's space and it's pixels!
Good Work!
P.S : The titty planets? :laughing: :smiley:
wujood
15. Aug 2018 · 18:34 UTC
Really like those graphics! Good job! The website for your color palette just got saved for the next jam! Oh one thing to be constructive: you could add an indicator to the mini-map so that people can directly know where they are
HolyBlackCat
15. Aug 2018 · 18:36 UTC
I've really liked the style too!
Red Pill
15. Aug 2018 · 18:43 UTC
I felt like i was playing FTL 3D. Which is good, 'cause that's a cool game. In the beginning I found it pretty hard to find my way through to ship. But that's part of the fun of course.

The game could use some sound though... Music and soundeffects would take your game to the next level.

Nice job on this one though guys :)
alex.kurasov
15. Aug 2018 · 20:05 UTC
Cool Graphics! :smile:
Cercle
15. Aug 2018 · 20:13 UTC
Good work making FPV experience! Bit more explanation to purpose would be nice, but enjoyable overall.
lootgrounds
15. Aug 2018 · 20:56 UTC
Nice game. Others said already about the controls so I'll skip it. The map is difficult to navigate. I think the communications module should place you on the mini map, cause right now there's not much time to fix everything even when you know where to go. Day three is almost impossible - so you basically eject everything)
the_ShaderMaster
15. Aug 2018 · 21:17 UTC
@lootgrounds The player's position should indeed be shown! Linking the comm module to this position is indeed quite a good idea! Unfortunately there is, currently, no easy way to do this :/

Day 3 is definitely possible, but you have to make some sacrifices just like you said!
SuperQGS
16. Aug 2018 · 00:12 UTC
This is really cool, reminds me of WALL-E for some reason. One thing I would suggest is tone down the sensitivity a bit and change the FOV, If that's possible, practical and or easy to do
Alex Lutay
17. Aug 2018 · 06:34 UTC
Oh, wow, no wonder people say that great minds think alike! Isn't it lovely how we had this exact idea of diminishing *space* of a *space* ship, haha.

First time playing I've ejected all the modules! And found a bug - "go back to sleep" button isn't working. Or may be I didn't understood something.

Overall, it's a fun and stressful experience to save and repair the only place that separates you from endless vastness of the space.
the_ShaderMaster
18. Aug 2018 · 14:05 UTC
@superqgs the first-person controls are quite wonky at the moment... first time we tried one so we don't really know the ins and outs. Thank for the tips!

@alex-lutay The 'Go Back to Sleep'-button quits the application, which does not work in browser. In hindsight a restart of the entire game might have been better? Ejecting all the modules was supposed to be a more punishing playstyle because all modules were supposed to have important functions. In the final product this not the case.... oh well
Darylsteak
19. Aug 2018 · 02:11 UTC
Quite a nice little game, I liked the small comic that explained the story, and the gameplay was quite nice. Got lost quite often but thats part of the game i guess.

As for complaints, nothing that hasn't been mentioned. Overall, good job

![Untitled.png](///raw/5ee/c/z/1a3bc.png)

"Shit......, that cant be good"
digital bacon
19. Aug 2018 · 05:50 UTC
Fun little game. From the initial screenshot, was expecting something like _FTL_, not a first-person perspective. Navigation was tricky, really needed something on the minimap to show where the player is and/or which way they're facing. Sometimes breaches occurred behind something so I couldn't get to it.
kodachi
19. Aug 2018 · 07:42 UTC
The art is immersive. I think adding some wayfinding could really improve the experience, as others have already mentioned.