Blackhole Escape INC by teekeks

Story:
You are a lonely planet trapped inside THE black hole, which is bad luck. Turns out that there is indeed land inside of it! So you just have to build that escape pod you always dreamed of to escape this hostile place.

TIPS:
- Mouse to look, W+S to move
- Rightclick to throw glowstick or cancel placement
- Leftclick to interact and place
- Darkness hurts you so stay near the light!
- Some resources can be collected by bumping into them like wood.
- Others have to be mined from the patches in the ground with a miner.
- Miners and turrets need power, place a generator nearby!
- There are enemies, you can kill them by throwing glowsticks at them.
- Turrets and walls can help you to defend your property.

BACKGROUND INFO:
This game uses my own custom engine build on top of lwjgl. The problem is: the engine is not even close to being finished, so it was still quite a struggle against the limitations of the engine. I hope you enjoy the game anyway.
Just a warning: the game to download is not the one from the compo since it was unplayable on most systems. This one is just optimized, nothing else changed.
LINKS: - Windows, Linux and Mac Executable here - Sourcecode also here
Timelapse Video:
https://www.youtube.com/watch?v=0o9OtPHNZC0
Ratings
| Overall | 427th | 2.925⭐ | 55🧑⚖️ |
| Fun | 467th | 2.566⭐ | 55🧑⚖️ |
| Innovation | 372th | 2.849⭐ | 55🧑⚖️ |
| Theme | 443th | 2.811⭐ | 55🧑⚖️ |
| Graphics | 307th | 3.113⭐ | 55🧑⚖️ |
| Audio | 320th | 2.673⭐ | 51🧑⚖️ |
| Humor | 398th | 2⭐ | 49🧑⚖️ |
| Mood | 209th | 3.269⭐ | 54🧑⚖️ |
| Given | 30🗳️ | 30🗨️ |
However, I liked the atmosphere, the color pallet is in tone with the music and the alone kinda vibe you're going for, and I enjoyed that much!
I have to agree with @xangotrick about the Interface. My eyes wandered over the whole screen a bit too much when trying to craft something, because it's very cluttered and clunky.
I also didn't really know what to do and thought that the things I could craft weren't that self-explanatory as they could've been.
Audio is a bit repetitive, but I like how everything fits together graphically and I do like the atmosphere.
I didn't get far, becouse I lost all my flares.
But atmoshpere and vibe are great, I would love to see this game finished!
Well done! Thanks a lot for sharing!
The controls were a bit confusing to me - I think adding strafe for A and D would make it a bit easier to control the character.
Still, it is quite an achievement to pull off a whole survival/crafting game in 2 days!
The A+D controls where something I was intending to implement but forgot later.
@dennyrocketdev sorry about that. I am pretty sure it is that "nice" Windows10+Java8 bug that strikes quite a few games :/ You could try to confirm that by running it via console. If the crash is about your driver only supporting OpenGL1.1 then it is exactly that bug.
@wolar Since I don't have a macOS I just included the natives for it and hoped for the best. Could you try to run it via console and send me the crashlog?
@ryte2byte again: physical button was planned (and would have been easy to implement, actually easier than that UI Button) but I somehow forgot to add it. There are 21 scrap veins on the map and with a bit of trying you can fit 2 miners per ore field. I figured that would be enough but I guess not ^^
Would have prefered WASD for moving.
I had the impression that there was already a game idea and the theme was only put on top of it.
However I do have some issues:
- It would be much better if I can control the character moving left or right. I played for about 20 minutes but still struggled with the movement sometimes
- Can the turrents really hit anybody? I built a lot but still had to kill enemies by glowsticks..
Anyway, this game is well done in just 48 hours! I've read your blog during the compo and was looking forward to it since then :smile:
The gameplay was fine. It took a bit of figuring out, but it did keep me sucked in for a while and was pretty fun. The game definitely had a survival mood around it. Finding 14 Dark Shards is perhaps a bit of an overkill, especially with how much scrap the miners require.
Unfortunately, I was close to getting 14 shards but accidentally placed a miner inside of myself. This rendered my character immobile and my only chance was for an enemy to come from a direction that would conveniently destroy the miner before myself. Being able to remove existing structures should be on top of the future development priorities.
Other bugs I found involved using an emitter's "place" mode to provide perpetual light whereever I went, as well as being able to place multiple miners on top of each other. That was fun.
The game over screen was great, but I found no way to return to the main menu afterwards.
There could be use for more enemy types as well as improved graphics and audio... However, I understand that these weren't your focus. On the other hand, I have to raise my hat for using your own engine, especially one with what I assume to be Java! The game systems themselves worked fine, and I liked that objects can have a lot of different types of information they can display when clicked.
Overall, a solid experience; despite the flaws, this was one of the most engaging compo games I played so far. Reminds me a bit of games such as Notrium. Good work!
@mmkalll thanks for the detailed feedback! I knew about the emitter bug but could not fix it in time so I had to let it pass. (Now that I think about it, there is a easy fix for that, why didnt I think of that in time... ahh well). The "return to menu" button is actually there, I just forgot to add the Render Component to it so it is hidden.
Yes the Engine is written in Java on top of LWJGL and is still in its child boots. Since the engine is Entity Component based, it was actually quite simple to display all the info for the items, so that worked in my favor here :D
The gameplay certainly can be improved but I had to cut the gameplay down to its bare minimum since this type of game is a bit out of scope for a 48h solo contest.
However, I'm kind of annoyed that I can't break / move things that I've placed. I accidentally placed a wall inside myself once, and I couldn't escape. Also, it would be nice if coal and scrap were visually distinguishable, even if it was as simple as coal being darker and scrap being lighter.
This is scrap: http://puu.sh/vE6ne/037da8807f.png
This is coal: http://puu.sh/vE6pr/c0306dda81.png
The inventory is also very complicated to control.
This could be a nice game with some rework of the details!
I would've conpleted it too, if it hadn't been for the frustrating movement scheme. You should've just made movement controlled by WASD, because having to use the mouse to determine direction and the keyboard determine velocity splits the act of movement into two separate actions. It's not very intuitive, and it makes it hard to make snap movement decisions. Which is why I often ended up running straight into the enemies when they showed up, which is a pretty frustrating way to die.
The gameplay itself was great though. I might be biased because I have a thing for simple micro-managing and building games, but either way I really enjoyed it. With a better control scheme and maybe some refurbished graphics, I think the game could be even better. Even as it is now though, this game is one of the only entries to make me want to keep playing longer than usual, so good job!
Give more feedback about what you are collecting, what you can do with it...
The character control in the direction from which he is looking, not at a predetermined movement, seemed to have confused my movements in this game.
Here I could not restart the game after losing. I had to close and open it again.
The music is well done, but at least for me it did not fit so well.
Congratulations about your own enigne!!
Attempt 1: The moment I opened my inventory, a monster appeared. I couldn't press esc to close my inventory, I had to click the close inventory button and so I died. The game seems really cool and I'll play again.
Attempt 2: This game is really fun! However, the emitter light is too bright and I can barely see the beasts through it. I died again.
Overall, this game is very fun. It has a few minor problems that make it slightly annoying to play, but overall great job!
The music and graphics style are really cool. What did you use for the music?
My specs:
* Intel i7-4510U CPU
* 8GB Ram
* Windows 8.1 x64
I'm on my laptop so maybe that has something to do with it, but I figured you should know. If you manage to fix it or need more info on this error, feel free to reach out to me on Twitter at [morrilet](https://twitter.com/morrilet).

UPDATE: Turns out that this was caused by my outdated version of Java.
It's a pity really that I wasn't able to defend myself properly, as I had the feeling that from the moment I grasped the concept of the game I would have loved to finish it, as I think the general idea of starting with only a little and building/expanding from there was very well executed which motivated me to stick with it. The inventory shows what you need in order to beat the game and it created some anticipation of reaching that goal. The eerie atmosphere contributed to that, pity that I didn't have sound. The crafting system was well-conceived and geared towards base building and exploration.
Now that being said, I see some areas for improvement that I would like to expand on.
First, the game starts with an info dump, which is quite off-putting, especially in a game jam where people are playing a lot of games in a short amount of time. It would probably have been better to chop up the info into smaller bites and present them to the player piece by piece. There, I would suggest handing out the backstory first, to create interest, then explain the controls.
Even better for explaining how the game works would be to create an overlay to show what to do inside the game world with arrows indicating points of interest, something like "place mine here". You can also explain things implicitly using the game mechanics, for instance, by allowing to place a building that needs energy only when there's a generator nearby and giving some information what is missing.
The inventory as major part of the game mechanics should have been explained more clearly, which also goes for how the mines just dump their produce into the inventory. Here I would have preferred to pick up the stuff, as it gives the player an additional activity to keep the game interesting.
I wasn't a big fan of the controls, I think WASD and mouse would have worked better and offered tighter control over the action. Also I think you need some indicator when something was hit, and probably knockback and invincibility frames for the player.
Finally, I found a bug where you could place a building on the player's position which made him get stuck.
Overall a very promising game that I could see myself replaying should you decide to keep working at it.