Captain! Captain! by SuperGamersGames

Captain!
Captain!
Captain! Captain! We need you to use the last Infinibattery to run this ship! All these asteroids and Space Pirates are getting in the way of the Warp Gate!

You got this! We believe in you, captain! Keep this Ship alive!

| Youtube | https://supergamersgames.itch.io/captaincaptain |
| Youtube | https://supergamersgames.itch.io/captaincaptain |
| Original URL | https://ldjam.com/events/ludum-dare/46/captain-captain |
Ratings
| Overall | 27th | 4.148⭐ | 46🧑⚖️ |
| Fun | 74th | 3.966⭐ | 46🧑⚖️ |
| Innovation | 75th | 4.034⭐ | 46🧑⚖️ |
| Theme | 364th | 3.837⭐ | 48🧑⚖️ |
| Graphics | 228th | 3.859⭐ | 48🧑⚖️ |
| Audio | 109th | 3.817⭐ | 43🧑⚖️ |
| Humor | 447th | 2.917⭐ | 38🧑⚖️ |
| Mood | 110th | 3.826⭐ | 45🧑⚖️ |
| Given | 30🗳️ | 56🗨️ |
Good job! This really is fun and can see myself playing for a while. As feedback maybe we could rotate the aim with the arrow keys?
As for stressful, remember, what you are feeling is called... Fun! :P
(After looking up what Sunless Sea is).
Nope, not my intention to make it similar to that. XD
The Piloting is unique, the way I have to switch the module for different controls are so COOL!
But it gets hectic when the enemy is here and im not ready yet XD
And I was just about to suggest energy shields, I actually thought the health bar was shields and there was a way to recharge it. Also if you could unlock and charge another battery in the background, would definitely be a way to manage the later game quantities. The balance of a game like this is understandable though for a 48h development. Concept and execution is amazing nonetheless!
great ambient, great graphics, nice sound effects.
note: played on linux using wine, it works perfectly.
Maybe you can charge it up to absorb one hit.
Or it could just be a passive thing, where it made you invincible while plugged in. That would allow for some fun quick changes in firefights.
Maybe you always have a shield, but when plugged in it could move the direction it was blocking. Might require a little change in how the enemies shoot, though, as currently all the shots come from a pretty narrow angle, so the shield would have to be irritatingly small to not be overpowered.
I was actually thinking about this game again, as I really liked it, and was wondering if you had considered adding a second battery. Not sure how it works with the number of items going on now, or in future versions, but it would give a little wiggle room for the player. Maybe the gimmick for a level 2?
https://ldjam.com/events/ludum-dare/46/signal-fire-on-mystery-island/my-first-ludum-dare-and-i-really-enjoy-playing-all-those-awesome-games
This is my current thinking so far:
Slow down the difficulty increase and give the player less mechanics to worry about from the start.
Add a way to recharge health.
Add a way to block enemy projectile
Replace the Ship Battery system and make it attached to the battery itself. Add a charging port in addition to this.
Add more batteries.
A little more instruction at the start would be good, but by a few attempts I could properly control the ship and it got really fun! The art and sound were perfect, the game felt fantastic, but above all the mechanic of only being able to power one system at a time is excellent. Fantastic job! My only criticism would be that once I got to about half way, I spent almost the entire time charging the ammo or firing at enemies, and I wouldn't have any time to move forward and make progress and this did get frustrating after a while. In my opinion there are a bit too many enemies, especially for only halfway through. Maybe in the last quarter it could get ramped up to that difficulty.
Overall though, one of my favourite games so far!