The Omicron Fleet by cerno-b
Nathaniel Lipschitz's run-down Omicron fleet encounters a distress signal from one of earth's outer space colonies. Decades after the war, what could be the cause?
The Omicron Fleet is a turn-based strategy game where you have to wisely sacrifice smaller ships in order to let the flagship survive because only it can stand a chance against the alien menace.
Features an orchestral soundtrack and audio narration.
Update: I posted a Post Mortem here.
Update 2: For future reference, here are the direct links to the streamer videos: - https://www.twitch.tv/videos/345928158?t=3h32m00s - https://www.twitch.tv/videos/347021068?t=2h32m28s - https://youtu.be/o0MHxxyY-UU?t=901

Tools of the trade
- Programming
- Gamemaker 1.4 with custom boilerplate code: https://github.com/Cerno-b/gamemakerstartupproject
- Graphics
- Aseprite
- Wacom Intuos 5, which didn't see much use this time around
- The AAP-64 palette as a starting point with custom shades
- Music
- Cockos Reaper
- Miroslav Philharmonik
- Sound effects
- Chiptone (http://sfbgames.com/chiptone/)
- Fonts
- AZONIX for the title screen (https://www.fontspace.com/mixofx/azonix)
- MunroSmall for the remaining text (https://www.fontsquirrel.com/fonts/munro)
| Windows | https://cerno.itch.io/the-omicron-fleet |
| Source code | https://cerno.itch.io/the-omicron-fleet |
| Original URL | https://ldjam.com/events/ludum-dare/43/the-omicron-fleet |
Ratings
| Overall | 9th | 4.222⭐ | 38🧑⚖️ |
| Fun | 9th | 4.229⭐ | 37🧑⚖️ |
| Innovation | 4th | 4.306⭐ | 38🧑⚖️ |
| Theme | 3th | 4.5⭐ | 38🧑⚖️ |
| Graphics | 188th | 3.543⭐ | 37🧑⚖️ |
| Audio | 16th | 4.069⭐ | 38🧑⚖️ |
| Humor | 274th | 2.643⭐ | 30🧑⚖️ |
| Mood | 46th | 3.875⭐ | 38🧑⚖️ |
| Given | 22🗳️ | 22🗨️ |
i Loved The story in the Background. The Controls are Easy to Understand and Simple. All mechanics work Well together.
Would definitely follow future adventures of Nathaniel Lipschitz!
@duuuude I've had a discussion with a friend you said the same thing, and I was totally confused why multiple people saw the parallel to Ender's Game. It is one of my favorite books but I haven't read it in ages, so apparently I totally forgot the aspect of sacrificing ships in a "simulation". Must be getting old...
PS: The narrative makes it even better!
I enjoyed this one a lot, and it made me feel powerful and clever to create these complex dodges. You avoided blunders and did not send me back to the start, instead respecting my time by immediately restarting me at the beginning of the current fight so that I was right back in the meat of the interesting gameplay with no reason to quit.
So of course I played to the end. The escalation going into the conclusion was very well-done, and the overall game length was just right for the amount of interesting content you had. Any longer and it would have overstayed the welcome a bit, and you were smart to telegraph "this is the end" in the voice lines.
I always have a bit of a mixed feeling with developer voiceovers, but yours are pretty decent. Sometimes games are SO weird and crazy that devlines work, but a lot of games it's kind of trying to be polished but the lines aren't working. You did a solid job though, and the voice lines did not pull me out of the experience.
I'd usually like to offer a critique to the feedback. There were no real splinters here to speak of, though, and no serious gaps. The only items I can think of are these: First, I would have preferred the smaller ships to be a sprite layer above the main ship, as a lot of times I lost sight of them, yet had to click on them. I'm also not sure it was necessary to make me click on the little ship, instead of anywhere on the cluster, but then I'm not certain how you'd deal with ambiguous clicks on overlapped clusters. Controls were generally very strong, but they were a little bit fiddly due to the tiny and sometimes-hidden click targets. It also took me a little while to realize how to use the mousewheel feature, just input-wise. I spun the wheel and was like "what should this do, it does nothing?" in the first few moments. Pretty soon I realized.
My last point of critique would be that the game is a tad bit easy. I don't WANT to lose a lot in this game, though. Perhaps some kind of second-level difficulty of optional goals that are a bit tougher, maybe? Perhaps some of the littlest ships are a different color and I want to preserve them because the pilots are important officers or something? Then I can ignore and play, but if I want to opt into some extra-fancy dodging, I can? I don't know, but by the end I had found my strategy and just went with it over and over.
That said, the core was compelling enough that I still had fun even if it wasn't super-tough. I very much appreciated the escalation of complexity at the end.
The stand-out feature here, though, was the absolutely excellent predictive transparency, with the lines and circles projecting accurately what the consequences would be. Very well done here. The two mobility circles per ship were also smartly done, and I appreciated that you didn't tutorialize me to death with all this stuff, but just presented clean, clear information and respected my intelligence to figure it out.
Very nice entry, well done!
@pkenney Wow, thanks so much for your super-detailed input!
It's funny how sometimes decisions appear so deliberate when actually they are mere coincidence. I decided to add the "final round" line so that it would explain why the boss was suddenly defeated in this round and not earlier. It was basically a cop-out to rationalize the ending because I didn't know how to communicate this visually as there are no walls in space to back up against.
I think you hit the nail on its head with the "decent voiceover" comment. Its ok for the time I spent on it, but I'm not 100% happy and should probably have spent a little more time to record second takes for the lines, but you know how it is, time pressure and such. Also I'm not 100% sure on the writing either, but for game jam quality I guess it's good enough.
About the smaller ships, you're right, I should have changed that, a single line of code would have fixed it, but frankly I hadn't noticed at the time. The original plan was to prevent the player from overlaying the smaller ships with the larger one, but the range checks of two circles were hard enough to solve as it were. Also I just didn't imagine players would move the ships that way, but to be true, it can be a pretty good strategy.
I also agree on the mouse wheel. Even if one keeps text to a minimum one should never assume the player reads the manual, and I am pretty sure some people will not realize you can rearrange the ship formations at all. I always like to suggest that having a visual instruction screen with a few arrows works much better than a wall of text, yet I never get around to implementing one myself. Communicating game mechanics is something I should work on, Boiler Room Defense also had many people confused as to the rules.
I also realized it wasn't the hardest game, which I guess is okay for a jam, where it's a good idea to include as many people as possible, but I love the idea of adding secondary goals to resolve this issue. Watching people play the game, there seems to be an intrinsic motivation to save as many ships as possible, so there should be some reward for playing that way. This is definitely something I should keep in mind if I decided to polish the game some more.
Thanks for noticing, I'm actually really proud of my hit prediction, as I knew it would be an important feature that would make or break the game. Losing a ship because the outcome differed from the prediction would be really demotivating. Getting the prediction for the spread shot right was a head-scratcher until the very end because my first implementation was super slow, and I kept that part of optimization open until the last few hours. I only fixed it after I found a specific Game Maker command by accident. I swear, this stuff nearly gave me an aneurism.
So thanks again for taking the time and giving such detailed feedback, much appreciated!
I love the narration (did I hear Lipschitz !? xD) and the easy to understand controls and gameplay. It wasn't to easy nor to challanging and after playing (only died in the last level but several times) I got your source code which is also quite impressive (for me at least).
Also made a "Texture Pack" for myself!
That all said - great entry!
Liked the simplicity of the mechanics, but also the numerous strategies you could employ in regards to where to keep the ships and which formation to use. Maybe a minor nitpick, but being able to see the formations on the right of the screen just to help visualize which one was where would have been nice, and sometimes it could be hard to find the ships hidden underneath the flagship.
But other than that, top marks for innovation and enjoyability :smile:
@mr-chocolatesalmon Thanks for the input. I know that the ships should be better visible while on top of each other. I thought changing the z-value may have been enough, but a second tactical view may also be helpful.
Otherwise, the game was very fun, and I played all the way through! Great little creation, keep developing! :thumbsup:
I think it's a cool game with a cool concept.
art is a bit lackluster, but the puzzles are the main thing of interest here. i say well done!
I am planning to post weekly updates here and on [twitter](https://twitter.com/Cerno_B), so please follow me if you're interested.
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