Scrapjunk Couriers by reBTF

[raw]
made by reBTF for LD 39 (JAM)

Edit (7/8/17): Updated it to run through browser and stopped it from crashing at the end of the game.

Deliver good across space with the dodgiest spaceship around

scrapjunkCouriersLogoSpace.png

You are the commander, or I guess more accurately the power distribution system, of the shoddiest, thrown together spaceship around. It is your duty to deliver your goods as fast as you can and in one piece.

fightScreenshot.png

Using your limited power you must juggle between powering your engines, creating ammo, building up your shield, repairing your ship and attacking incoming enemies who want to get their hands on your precious cargo.

LD39Power final small.gif how to make gif smaller plz

Drag power around to systems with left mouse button. Hold H to show the annotation of the systems. Press F to toggle fullscreen.

destroyedScreenshot.png

This was made in 48 hours for Ludum Dare 39 - Running Out Of Power. I had to start a day late so I'm only entering it in the Jam.

There are a number of systems that go cut due to the short timeframe. I had planned a whole system of selling your goods to unlock and upgrade your ship, you could catch debris flying past with your net, you would have to keep goods frozen or locked up with power, open your door to dock with stations to deliver the cargo, etc.

My favourite part of the game is the system of creating ammo then launching it by powering and depowering the net and the way I planned to also have it collect debris.

I'm going to try to get an HTML5 version running but initial signs didn't look promising.

Thanks for taking an interest in my game.

Ratings

Overall 186th 3.727⭐ 35🧑‍⚖️
Fun 151th 3.636⭐ 35🧑‍⚖️
Innovation 88th 3.788⭐ 35🧑‍⚖️
Theme 160th 3.909⭐ 35🧑‍⚖️
Graphics 637th 2.938⭐ 34🧑‍⚖️
Given 29🗳️ 36🗨️

Feedback

EX3D0
31. Jul 2017 · 18:01 UTC
Pretty fun and fairly challenging (my record was ~36%)

Sucks that you weren't able to finish all of the systems in time because a few of them are just there doing nothing but I'm willing to look past that.
Ramkey
31. Jul 2017 · 18:19 UTC
The game is very fun and I didn't see anything like it on the jam soo that's a definite 5 star on innovation. Please continue the game as I'm sure it can get on a pretty high level!
superpokeunicorn
01. Aug 2017 · 01:16 UTC
This is a pretty neat take on the FTL formula. I like how the game is distilled down to the power management aspect, creating a larger focus on managing around those power points. Not providing that FTL pause button creates really hectic moments where I'm having to juggle around many different threats at once with a limited amount of power to go around, which is when the game is at its best.

My only real criticism is the fact that you basically have infinite time between combat encounters if you just turn off the engines. This does give some down time, but it also means I always have adequate time to repair, refill ammo, and put up shields between fights. Perhaps having some encroaching force you're running away from would've provided some tension even during downtime. Having an in game timer is a nice touch though, so optimization is at least encouraged, if not required.

Overall, this is a really great entry and I had a blast playing it. Excellent work!
Edmanbosch
01. Aug 2017 · 03:25 UTC
This game is fantastic. I love it. I think that there could be a better visual indicator of if your ship is repairing though. You should also remove the "mood" and "humor" categories.
BORB
01. Aug 2017 · 14:05 UTC
Beat the game in 5min 10sec - first try! ^^

It was a fun FTL-like, even if quite easy to beat: enemies were quickly destroyed and I basically never ran out of ammo. Of course, given some additional systems, balancing them all might be more difficult (and more rewarding).

Anyway, the basic mechanics _works_, and it was interesting to figure out how fast your ship can reach the goal. I might give it another go!
InappropriateName
01. Aug 2017 · 15:29 UTC
Really enjoyed the power management system, and powering the net to hurl your attacks was really fun!
ohmaigawd
01. Aug 2017 · 16:01 UTC
Haha fun but it wasn't clear what some things do. Got to 40% tho :D
Winterslice
01. Aug 2017 · 16:09 UTC
I absolutely loved FTL. This clearly takes a lot of cues, but it does it well, with a twist on the formula that feels fresh rather than desperate.

Nice graphics, nice execution, pity about not having any sound but worth playing regardless!
Jaggent-aka-shouke
01. Aug 2017 · 17:29 UTC
Good game! The power managrment system is really clever. Enjoyed!
Stracker
01. Aug 2017 · 18:03 UTC
Very intriguing concept, but it lacks some cues as to what exactly everythings does.
Stracker
01. Aug 2017 · 18:03 UTC
Very intriguing concept, but it lacks some cues as to what exactly everythings does.
kroltan
01. Aug 2017 · 22:05 UTC
Very nice resource management game! Though a quick explanation of what each part of the ship does would be welcome.
dreadloaf
02. Aug 2017 · 02:05 UTC
It's a fun little game with a nice spin on the theme. I was quite confused at first at how to attack the ships but once I found out how it was quite cool how you had to depower and then power up the net again. Quite an interesting design choice! Great job!
ultrarat
02. Aug 2017 · 07:50 UTC
Since I didn't play a lot of FTL I died a lot. I wish I could show the annotations when dragging energy since there weren't many other queues which systems were which. Really good job considering the time constraints.
mechanicallife
02. Aug 2017 · 09:55 UTC
I love the FTLesque stuff going on here and had fun playing the game trough to competition, i didn't really run in to that many problems though and felt the game could have been a bit more on the challenging side.

The only real problem the game had that I could criticize is that It didn't explain what half of the rooms did. Perhaps with some tooltip or even an icon on each room too signify what they did i would have been slightly less confused about it. :)

overall, great stuff! loved the bug-net thrower!
mrerdalural
02. Aug 2017 · 11:25 UTC
Cool game but unfortunately it feels a bit unfinished. I still enjoyed it very much and played it to the end.

Thanks for the game! Nice job!
wan
02. Aug 2017 · 11:41 UTC
5mn 30s!

Excellent simplification of the FTL gameplay, I really loved playing it. While it's not clearly stated how rooms work, trial & error works well for figuring things out, so I would not consider it an issue.

The net weapon is a really weird weapon for a spaceship, but in terms of gameplay it's super clever, so nice job. I would have loved to see what you could come up with for the other rooms, but for an LD entry it's already interesting enough to play, and balanced enough to make it really fun.

So yeah, great mechanics and great balancing for a truly original take on the spaceship management genre. Too bad you could not submit it for the compo! I'm sure you'd have gotten super high rankings as a compo entry.
randomphantom
02. Aug 2017 · 11:45 UTC
Made it to the end! Didn't realize the net was actually a launcher, lol. Pretty interesting FTL-like game, although once you know how stuff works its a pretty standard setup (power ammo, meet enemy, put up shields and click and drop the weapon x3 bam). some sound fx would make this feel more complete.
Vulpem
02. Aug 2017 · 15:28 UTC
It's such a shame you didn't get the whole 72 hours! Oh, man, i would have loved to see a full version of this!

I'm a huge fan of Faster THan Light, and i'm getting it's vibes from this! Altough, it has it's differences, so it doesn't feel like a copy at all. Personally, i really enjoyed how the fire mechanism worked, having to wait for the net to actually pick up the ammo before firing... It was a simple mechanic, but it added a different feel to it all.

Keep it up! I got all the way through it, and my only complain is not having more. The lack of systems made the combat and the travel really easy to figure out and deal with, but i know it's just a time issue.

Btw, after ending the game, it crashed and threw an error window. When the time it took was displaying, i minimized the window to write this and then happened.
"FATAL ERROR in action number 1 of StepEvent0 for object obj_win: Moving to next room after the last room. at gml_Object_obj_win_Step_0"
I had already ended, so it didn't affect the feeling of the game... And we had similar issues with ours sometimes xD Hope it isn't anything too crazy and you can figure it out! I'd like to see a more fleshed out version of this.

Best of luck!
jahndis
03. Aug 2017 · 06:23 UTC
Made it in 4 minutes 22.5 seconds! Took me a bit to figure out the grabby robot things were my repair and not the enemy hurting me. Pretty fun little game. Great concept that could be fleshed out more with additional systems like you intended.
Rikoclon
03. Aug 2017 · 09:46 UTC
It has its moments for sure. I definitely thought the repair bots were bad guys. I made it 89 % with out knowing what I was doing, but I think that might have been luck, because I couldn't get that far again. I'm glad you submitted it even if its missing some portions. It was fun and innovative enough! Great work! I guess I can see how power allocation leads to running out of power. Nice idea with the net! The engine looked good and the explosions fit!
omriysh
04. Aug 2017 · 17:27 UTC
I had great fun with this. At first it reminded me of FTL, but it's very different. I love the gameplay and mechanics, especially the ammo and firing mechanism which is really cool. It's rather unfortunate that you didn't have the time to finish everything, because with more balanced and unique modules this would be amazing. As it stands, it took me a few runs to understand that H reveals what everything does, and then I could find a basic strategy that was not hard to do that just led me through the game (when with enemy, 1 engine 2 ammo 1 shield 1 firing, when on the go 2 engine 1 repair 1 ammo 1 shield). I wish it would get more complex and I would definitely play it. You did a phenomenal job.
Ixous
05. Aug 2017 · 00:45 UTC
Great potential, the main structure is here, now it just needs for content. Unfortunatly, the lack of diversity and embellishments made the 5ish of gameplay minutes to complete the level slowly feel increasingly repetitive. Very good adaptation of the FTL genre to the theme. Maybe adding keyboard shortcuts could also make it more of a reflex and optimization game.
zenmumbler
07. Aug 2017 · 08:48 UTC
I was not sure exactly what was going on in terms of why I was losing or gaining power but I did like the battle system. More time…
Maakep
07. Aug 2017 · 09:03 UTC
Aw yes, I love it. Love the concept and dig the execution. Unfortunately I can't say it was too easy since I only got 60% of the way the first try (I missed the H-key that round though, so I enjoyed exploring what the different slots did) but on the second playthrough I completed the game in 4 minutes and 18 seconds, with very little effort. 2 energy in shields, 1 in ammo and 1 in engine and then the last energy to manage alternating engine-boost/repair and shooting 3 ammo on enemy ships. Absolutely loved the concept though. May I ask how the game was created? Code & engine etc? Great work!
bombjack
07. Aug 2017 · 09:59 UTC
This is a great game concept. It could have been much better if you had time to add what you intended to.
🎤 reBTF
07. Aug 2017 · 15:51 UTC
@maakep it was made in Game Maker Studio with most of the assets made in Photoshop and brought into Game Maker.

I guess the code itself is the built in GML but because of the short timeframe it's very hacky and not particularly versatile.
Aterlamia
07. Aug 2017 · 16:03 UTC
Very fun game i enjoyed playing it, thanks for making a web version as i wanted to play this before but windows only was not for me. I did miss the sounds it would have made it so much better. And i think it would have been better if you made h toggle the annotations as i noticed i was basically continuously pressing the h button.
orcdraco
07. Aug 2017 · 16:49 UTC
Good game about resource management! :D It was really enjoyable :)
otiv
07. Aug 2017 · 17:46 UTC
Great concept and kudos on executing. It needs some more content to be enjoyable, but it's just a jam game so it's understandable. I played around 5-10 tries making it to 86% at most