Unnamed Space Game by Justin_C
My submission is a space combat game where you can steal spaceships and blow stuff up.
I didn't get all of the features I wanted into the game, and I didn't have time to add any sound at all, but I still feel like I accomplished a lot in 48 hours!
My goals at the start of this project were to have fluid-feeling movement and combat for your ships, to give the enemies satisfying flocking and steering mechanics while they fight and chase you, to make stealing ships satisfying and rewarding, and to really give the game a sense of scale: your starter ship should really feel tiny compared to the larger ships, and once you are in a bigger ship everything else should feel tiny in comparison to you. While a ton of features and ideas were cut due to time constraints (like sound... oh well, there's no sound in space!), I really think I succeeded at all of my most important goals.
I am really happy with how the game turned out.
NOTE: When the deadline was approaching I started to get paranoid that the game's difficulty after a few levels didn't ramp up enough to keep it fun, so I made some last-minute tweaks to the difficulty calculation and I think I definitely overdid it a bit. Now the game is a little too hard in the early game. Sorry about that. I guess balance issues are unavoidable when you only have 48 hours to work with.
Screenshots

Mechanics
Complete the objectives of the room to move on to the next one. Objectives can be seen at the top left of your screen.
Get larger ships below 25% hull to cripple them.
Crippled ships take damage over time, and with every tick of damage they have a chance to become disabled.
When a ship is disabled it will stop moving and you can fly over to it and press [E] to enter it.
If you capture a ship, when it explodes you eject back into your small starter ship.
When your starter ship dies the game is over.
Difficulty scales up over time, but I didn't have time to balance it well. It might be too hard in the beginning, and too easy later on. You can see the current difficulty rating at the top right of the screen.
Your ships get bonuses to hit points, speed, damage, rate of fire, etc. as you level up. You can see your current level at the bottom left of the screen, next to your health.
Controls
W, A, S, D to move.
E to perform an action (use an exit, or enter a ship)
Left Mouse to fire.
Tips
Keep moving. Dodge incoming fire. Ships are fragile, but deal a lot of damage.
Capture ships. Stealing ships helps you survive longer.
If you're having trouble finding the exit, it always spawns on the right-hand side of the room, right of the center.
Tools
Made using Game Maker Studio 2, Aseprite, and with the help of more caffeine than should be consumed by the average person.
| Youtube | https://justin_c.itch.io/ld46-keep-it-alive |
| Youtube | https://justin_c.itch.io/ld46-keep-it-alive |
| Original URL | https://ldjam.com/events/ludum-dare/46/unnamed-space-game |
Ratings
| Overall | 568th | 3.388⭐ | 42🧑⚖️ |
| Fun | 338th | 3.525⭐ | 42🧑⚖️ |
| Innovation | 807th | 2.936⭐ | 41🧑⚖️ |
| Theme | 886th | 3.154⭐ | 41🧑⚖️ |
| Graphics | 775th | 3.025⭐ | 42🧑⚖️ |
| Humor | 784th | 2.121⭐ | 35🧑⚖️ |
| Mood | 808th | 2.824⭐ | 39🧑⚖️ |
| Given | 94🗳️ | 44🗨️ |
I had trouble finding the exit personally - I think it's supposed to be hard to find so I understand if you don't want to put an arrow or something pointing towards the exit, but maybe at least having a minimap so I can tell where in the circle I am would be useful.
Additionally, maybe the player and enemy shots could be different colors? They were kind of hard to tell apart.
The UI and aesthetic of the game were simple but I think still showed some polish. Grats!
I got up pretty far into the game, the capture mechanic is pretty nice. Good work!
Overall though, good mechanics and solid game.
The absence of music and sfx was a shame but I understand there is no sound in space :P
Great entry anyways!
I did not realize up until now when reading your description that you can actually steal ships, which of course makes all the difference in regards to it's rating, so I'll take a second look at your game later.
All in all though, impressive task you accomplished for the Compo. Thank you for your game!
/edit (04/26/2020): Played it again a few days ago and made it to the last level with the knowledge of pirating ships in mind. As predicted, it was thousandfold as enjoyable. Thank you again!
Edit: I just wanted to mention how I admired the physical, visual spacing of the ship, UI and objects on the screen, it was really good! It felt open and empty with just enough stuff on it, just like space! (ie, you spaced it perfectly!) I think this a superb quality of the game that I haven't seen on other games.
If you happened to miss me playing the game, you can go to this spreadsheet to find what timestamp I played your game
https://tinyurl.com/yau8hjzn
And then look in my latest videos and find your game being play (after the current stream ends)
https://www.twitch.tv/ursagames/videos