Captain Distress by HexStart

Explore a remote galaxy and follow clues leading you to distress beacons. Rescue as many as you can, before your own fuel runs out. You will learn the names of the planets over time, but more will appear on the horizon.

Controls
The game is played with mouse only. - Use the scroll wheel to change the jump distance. Change the sensitivity in settings (ESC) if needed. - Middle-click to quickly set the distance to a highlighted planet. - Hold right-click to enter precision mode, with lower scroll and look sensitivity. - And finally, left-click to jump!
NOTE: in response to possible hardware issues with middle-click, the hotifx build makes the following changes: - Left-click to quickly set the distance to a highlighted planet. - Left-click and hold to jump.
The old controls can be toggled in settings menu.

Created by
Together we create Tano Collective - Bluesky, Itch
Attribution
Original music by picusmajor.
All credits are listed inside the game's Credits widget.

Hotfix
We uploaded a second "hotfix" build after the deadline, with the following changes: - Fixed a possible gamebreaking bug occuring after the first playthrough. - Added a second control scheme, which does not use middle-click at all. This scheme is now the default and can be toggled in settings menu ("Hold to jump" option). - Fixed fullscreen mode glitching on certain monitor setups.
| Link | https://tanocollective.itch.io/captain-distress |
| Original URL | https://ldjam.com/events/ludum-dare/59/captain-distress |
Ratings
| Overall | 253th | 3.818⭐ | 24🧑⚖️ |
| Fun | 322th | 3.524⭐ | 23🧑⚖️ |
| Innovation | 322th | 3.545⭐ | 24🧑⚖️ |
| Theme | 385th | 3.826⭐ | 25🧑⚖️ |
| Graphics | 278th | 4.022⭐ | 25🧑⚖️ |
| Audio | 159th | 3.891⭐ | 25🧑⚖️ |
| Humor | 520th | 2.5⭐ | 23🧑⚖️ |
| Mood | 245th | 3.935⭐ | 25🧑⚖️ |
| Given | 15🗳️ | 25🗨️ |
A puzzle game that seems like a cool space exploration game.
Its hard to get past 6.
Middle mouse click doesn't work well with logitech MX2S because it is mechanically tied to scroll wheel. I need to change the binding to play your game. Great entry though, well done.
Graphics are fantastic. The generated text is great. Sounds and music are fantastic. This is what I expect from Tano.
Well done all! Great little loop!
I am no stranger to Tano games and the talent of this dev team really shines in their latest project. The kind of quality you come to expect from a veteran LDJammers! Chef's kiss. 👌
There was one thing that drew me into checking this game out: the colour purple. And even though what piqued my interest was something very shallow, I'm glad I checked this one out. I played the Hotfix build.
It might be strange, but what stood out to me most about this game is the UI. The text was very clean and easy to read, there were a lot of good indicators for the planets and their distances from where the player is at, along with the previous distance. If I had to nitpick one thing, I would have liked to see bold text applied to the yellow for the distress beacon messages. With yellow and white having a lower contrast ratio to one another, it would help players who may not be able to see low contrast as well to distinguish the emphasized text in another matter that is not just colour.
I appreciate the elaborate settings menu. I found I didn't have to mess with it too much, but I'm glad it was there.
## Fun
The controls were simple and easy to understand, which made it easy to focus on building up the skill of the actual gameplay. During my gameplay, I was curious if fuel was going to cost extra for going longer distances, but that didn't seem to be the case. However, it made sense from a gameplay standpoint since the limited placement of the fuel station and funds balances out the difficulty. It was easy to want to replay this multiple times to discover the names of the planets and their appearances. I even threw a couple of times just to go to super far distances to see what other planets were out there. I also enjoyed the puzzle aspect of the gameplay, figuring out from the message clues and the distances to pinpoint the location of these ships to be rescued.

## Innovation
A puzzle game where you have to manage your own limited resources seems pretty straightforward, however, I do like that this entry is not so much focused on the journey between the planets and treats it more like a tactical turn-based sort of game.
## Theme
A game about responding to signals fits the theme just fine for me. I do like that in the game over, you end up being the one having to send out signals yourself, which does give this feeling of continuity to retries where the distress signals you're responding to feel as though they are a previous player's "attempts".
## Graphics
The game has a nice colour palette. I like the appearance of many of the planets and the details on the ship. If there's one thing I would have liked to see, graphics-wise, it would be animations. I don't think it needs to be flashy or anything, but it would have been nice to see some lights on the ship, maybe some tints on certain planets - some smaller animations to make the game feel a little more immersive.
## Audio
I like that the menu theme is the backing to the main game theme. It leads to a neat seamless experience when starting the main game itself.
The main game music is lowkey with just the right amount of energy fitting for this kind of exploration game. It has just the right vibe to not wear out after multiple listens - in fact, I've left the game running in the background this entire time while writing up this review. I particularly like the sound design, specifically the soft keys and the little fading pads that kind of get panned as they fade out. This music is a good background track that you can do other things to, and I think it serves its purpose in the game well. I see picusmajor has a Bandcamp, so hopefully we will see this game's soundtrack on there soon.
Most of the sfx are good, though I will say that the distress sound - when you first get a message - seems quite loud compared to the other sfx like menu interaction sounds. It seems a bit like a creature and I found it jumped out to me distractingly. While there is an sfx slider in the settings, turning it down would make the other "normal" level sfx too quiet to hear.
Generally, the audio feels a bit on the quiet side, even with all the in-game settings maxed out. I had to turn up the game's volume quite a bit in my own headphones.
## Humor
The game did not seem all the humourous to me. The most I could think of would be in some of the dialogue being amusing, but it mostly just seemed like people who were in distress.
## Mood
The music primarily carries the mood here. I love the look of the "outer space". The details are what help to also set the atmosphere and complement the music. Again, I do think some idle animations (as described in Graphics) could help with the mood/immersion a bit more, but for the most part, the graphics, music and gameplay complement each other.
Regarding the game over distress signal - early on there was this idea to allow the player to post a nickname and describe their final position, and then have it show up for other players to rescue. Obviously that didn't make it in, and what remains is only how the game over message is worded. Glad you noticed it ^^
Maybe you should balance the fuel regen in space station.
Overall a strong good entry!