Too Cute for Space Fights by LDJam user 139668
You are a versatile, state of the art astromech droid.
You were built to serve, to repair, to defend, to aid in battle.
You are a warrior's right hand. Your human friend trusts you with their life.
It all sounds glorious on paper...
As far as you're concerned, you're just too damn cute for space fights.
But you're gonna do your best to delay the inevitable!

— — —
CONTROLS
- W-A-S-D/Arrows, Z, X
- Watch the on-screen hints!
ISSUES
- Might not work in Safari. Please try another browser;
| Link | http://github.com/faranlegt/r2d3 |
| Link | https://yogurtthehorse.itch.io/tcfsf |
| Original URL | https://ldjam.com/events/ludum-dare/50/too-cute-for-space-fights |
Ratings
| Given | 42🗳️ | 76🗨️ |
Game-play wise it was super-hard but I had fun playing it! :D The robot is super cute - I think it'd get a long well with the robot in our submission. :D
@chusmimax Thanks! Yes, in our game you're fighting for the *grater* good... (coughs) sorry.
Your art style looks incredible btw, I'll be sure to check the game itself out once I get to a Windows machine. Good luck!
@crychair Thanks for the good points. About 60% of planned features were scratched due to insufficient time, so the rest is left pretty unbalanced :D Another day or two of work would go a long way, but yeah.
Your game looks super interesting, Imma check it out right after I publish this comment!
Robot is cute.
It seems that there is an abrupt cut once the ship is destroyed and a new game starts. Had to figure out what happened the first time.
But all in all a great game

I didn't get a feeling that fixing things made any difference tho. Felt like the larger damage happened anyway and I'm only fixing cosmetic scratches. Perhaps that was the point to do just enough work to look busy while your environment crumbles.
Well I smiled while playing it and that's the important bit :)
@noskro Thank you! I had a ton of fun with Future Me Problem, too, to a point where my brain now wants to stack everythings around me. :D And yeah, the game start/game over screen is a litle too easy to skip by just pressing a button, noticed it too late to fix it. Just asking to press any button not used in the game would do the trick. Oh well, we'll do better next time!
@nikaz Yep, погибать — так с музыкой, right? :D Congrats on the Catocalypse, it's super adorable!
@unbugged pleased to hear it! I suppose we may make ending a bit more understandable with a small bugfix when we get rested!
Such a good job and a really fun game to play, congratulations to everyone involved
However, the gameplay itself doesn't do much to motivate the player to play the game. I assume fixing parts of the ship slows down the amount of time until the game ends, but that is never directly communicated, & the game doesn't give you any idea of your performance or time spent playing before booting you back to the title screen. Having the amount of time the player lasted in some form of end screen would make the game much more enjoyable to replay. Other than that, having some markers that show you what parts of the ship need to be fixed at any given time would be nice. Good job!
We had a lot of ideas and cool mini-map for indications, but timeeee. Only if we had one more day, eh!

Basically we chose to focus on all the audiovisual stuff to get the overall idea and mood across, and I'm glad to see we succeeded to some degree :)
On top of that; great choice of music IMO. And your bot's got some seriously sassy energy.
The only thing I'd be missing is a good tutorial on how to keep stuff alive and well - although the hints were definitely helpful.
I liked the destructions effect and the different part of the ship you could repair. I felt like it lacked a score of some kind ? Like maybe a timer to see if I played better than my previous game.
Great work, well done
Interesting gameplay, I am shocked that it was done in 72 hours!
Nice work, guys!
At first I didnt understand what I had to do, I think I found out the majority, but I think I skipped a lot of interactions because it was too complicated to understand.
I'm a bit sad that it's not playable with a GamePad, and that there is not compatibility for AZERTY keyboard (African & Europans countries would have thank you for that), at least arrows are working fine ;) !
Well, it's an almost Five Stars everywhere ! Very good job !!!
One thing that kind of confused me, though - I did a few runs and I'm not really sure what my frantic repairs are actually doing in terms of keeping the ship alive. The gameplay is really fun! I just don't really feel like I'm having an impact on whether the ship is living long or not. I'm assuming that having open cuts and fires is draining the ship's health faster, but if that's the case, since the health is displayed as individual hearts it's pretty hard to tell how fast that drain is happening.
Other than that I loved it! The music choice is amazing, and one thing I especially love about this is the way the map changes as the ship gets more and more damaged. Very nice entry!
@chaoscomposer yeah.. We wanted to make better indication, minimap and other info, some more minigames, but didn't have much time :( Though, anyway we hope mood of the game is just right! ACtually shields-teleporters and gun makes life drain faster, but holes and fire happen more often :)
@nem thank you! Yeah, we hadn't much time for polishing, but that's the jam you know :( Understanding the game is just the way to play it :D
@proxy-games thank you <3
@ukulelefury ohh, so much kind words! Thank you!
@mrtroy the name was the hardest part, @13x666 made it in the last few hours :D
@andrground thank you! Tbh, last day I (programmer) spent 9 hours at office on my regular job, so actually it's a bit less :D
@david-york thank you! Music design is mostly on @artemvodorez
@trypants <3 thank you!
@gelthan decision for controls was done by me and it's just first came up to my mind, so it is a bit rusty, yeah. THank you for your feedback!
@tombuston I was thinking about time score, but due fact it's too random it won't be too fair. It should had been balanced for that, but timmeeeee
@squaxcom that's the way to play! :D Thank you!
@ollie-d wow. Didn't notice that bug. Heh. But it's only animation, though and it's hard to achieve such behavior as they not too close to each other
Anyway thank you all for playing!
Love how the music reminds med of the tv-series It's always sunny in Philadelphia. The game has kinda the same vibe. Everything will be chaos but why not simultaneously have a good time?
Great work on this one!

http://yogurtthehor.se/shr/ship_base.png
This also includes wires system backend we had no time to implement :)
Some kind of ending screen with how long you lasted would be great though. But other than that, really well done!
For me, the gameplay is simple and easy enough to understand, but the difficulty ramp feels a little off. After one minute, there had only been one malfunction for me to fix, and after two minutes, malfunctions were popping up faster than I could even locate them, let alone go grab the appropriate tool and fix them. I ended up losing hearts without knowing what had caused me to lose them, and that's never fun. A few others have suggested adding a minimap, and I really think that would help with understanding what's happening where.
This is *so close* to being a fantastic game, it just needs a couple of tweaks here and there, but it's still a very enjoyable game regardless. Good work!
But with more traversal options I think it would be really cool. Good job for your game! :thumbsup: