Disaster at Starbase 7 by rjhelms
The subspace emitters on Starbase 7 are malfunctioning, destroying the very fabric of space-time.
Make your way through the starbase, deactivating each of the emitters - while avoiding sentry bots, and the collapse of the universe itself.


Timelapse
https://www.youtube.com/watch?v=aqRZ4VehGSg
Changelog
2018-08-20 - Remapped fire to Space - Ctrl was being caught by browser and doing some weird things.
| Windows | https://rjhelms.itch.io/disaster-at-starbase-7 |
| HTML5 (web) | https://rjhelms.itch.io/disaster-at-starbase-7 |
| Source code | https://github.com/rjhelms/LD42 |
| Original URL | https://ldjam.com/events/ludum-dare/42/disaster-at-starbase-7 |
Ratings
| Overall | 300th | 3.466⭐ | 31🧑⚖️ |
| Fun | 215th | 3.518⭐ | 30🧑⚖️ |
| Innovation | 290th | 3.315⭐ | 29🧑⚖️ |
| Theme | 207th | 3.857⭐ | 30🧑⚖️ |
| Graphics | 283th | 3.429⭐ | 30🧑⚖️ |
| Audio | 81th | 3.661⭐ | 30🧑⚖️ |
| Humor | 219th | 2.78⭐ | 27🧑⚖️ |
| Mood | 66th | 3.661⭐ | 30🧑⚖️ |
| Given | 27🗳️ | 23🗨️ |
Thanks for checking it out!
The game itself is really neat, too. I love an old-fashioned shooter dungeon every now and then, and this delivered. Really neat.
It does seem like there is more explanation needed. I got pretty quickly that I had to shoot the noise and I wanted to hit the stations. I wish I could see more of it without it crashing. I also am not sure about the theme on how I was running out of space, beyond just the enemy encroaching and growing.
[Edit] I also like the overall consistency of the art style and gameplay and audio. Well balanced.
Thanks for checking it out!
Edit: I don't think the cannon charge up power was working correctly. My intuition was that it would recover my spent energy but it actually just decreased it when I picked it up. Not sure if that is a bug or if I'm just missing the point of it.
Have fun out there!
All in all, pretty good fun :)
:point_right: I understand Unity makes working with pixels a chore... but it would have been nice to see the pixels a little less distorted.
:bug: It seems like the player moves left and right faster than up and down. Maybe this is intended, but it feels strange. It might also be that the entire screen is squashed a bit, but I can't tell for sure. There is a Unity preview package (in the new Package Manager) for a pixel perfect camera, I haven't used it yet, but it would probably help a lot with this type of game. https://docs.unity3d.com/Packages/com.unity.2d.pixel-perfect@1.0/manual/index.html
:star: Overall good job, and thank you for making this.
@phlip45 You're totally right that some flashing on hits & better feedback about the corruption disappearing would be better. For the charge up, it actually increases your maximum power rather than the current power - I thought about making the power bar grow but didn't implement it, but one way or another I agree it could be clearer.
@t8kk I think you're right. I intentionally wanted to keep the viewport a bit claustrophobic, but may have overdone it.
@amkingtrp Now that you mention it, I probably shouldn't have had the camera scroll at all - just jump entire screens at a time.
@hitchh1k3r That package looks amazingly useful - thank you! My goal here was to emulate the C64 graphical style, which had non-square pixels. That's also why the movement is faster L/R than U/D - the movement is the same speed in both axes in "pixel space", but looks different on screen.
The music loop was a nice fit, and the growing corruption telling you where you need to go along with the shooting recharge rate being nicely balanced all made for really enjoyable game. Nice work!