Interstellar Cruise by Drauthius

[raw]
made by Drauthius for LD34 (JAM)
== Goal ==
You are to build a space station to meet the needs of visitors who are beamed onto your vessel. Order various kinds of facilities to acquire random shaped parts to accommodate your guests; please them and they will keep paying the citizen tax - fail and face the consequences of bankruptcy. Citizens have needs: hygiene, sleep, hunger and entertainment. If one or more of their needs are not met their happiness level will decrease. When their happiness is low, they will go red, signifying their displeasure with your provided services, and may leave the vessel soon.

== Plot ==
In the distant future where automated production and robotics has made human labour redundant, the biggest problems are boredom and personal well-being. You, a relatively young supercomputer (about 1.2 picoseconds old), after having looked around the immediate vicinity in your solar system, you want to amuse yourself by building a new “Interstellar Cruise Vessel” for bored humans.

== Instructions ==
Click the buttons to acquire the various room types, right mouse button rotates the piece 90 degrees, while left mouse button attaches the part to the already built station if the position is valid.

== Credits ==
Created by a team of four.

Programming: Albert Diserholt
Art: Sunisa Thongdaengdee, Pierre Althinsson & Worai Col
Music & sound: Worai Col

== Highscore ==
Our highscore is 236 inhabitants, can you beat that? :)

== Tips & Tricks ==
1. Start out slowly. More money is gained when more people are in the space station, and the bigger the space station is the higher the upkeep cost. So just start out fulfilling the basic needs, and when the rooms aren't enough, then begin to expand.
2. Using the corridors and four-way connectors is important. A space station with higher interconnectivity means that people can reach their destination faster and fulfill their needs faster. Happy customers are paying customers!
3. The people get bored quickly, and need to be entertained.

== Post-jam versions ==
We've done a few modifications to the game after the jam. These changes are:
* Made it possible to throw away the currently selected piece, for a small fee.
* Made it possible to pause.
* Modified collision detection when placing pieces. It should now be possible to build things a lot closer to each other.
* Added some more visual queues about which room is being built, fixed some graphical anomalies with furniture and people, and added screen shake.
* Big rooms will now take a while before they appear, based on number of pieces already placed.
* The initial portal room is now in the centre of the map.
* People with a great need to use the bathroom will run a bit faster.

Ratings

Coolness 100% 1
Overall(Jam) 3.43 398
Audio(Jam) 2.98 530
Fun(Jam) 3.15 522
Graphics(Jam) 3.26 615
Humor(Jam) 2.48 619
Innovation(Jam) 3.30 397
Mood(Jam) 3.16 564
Theme(Jam) 3.46 704

Feedback

Fathom
15. Dec 2015 · 04:49 UTC
Really ambitious game, I enjoyed it a lot. I would have liked a way to cancel a selection or place multiple items, but you've done a lot already for a game jam. Everything was super solid - art, sound, design, programming... just great work in general.
JayProg
15. Dec 2015 · 05:02 UTC
Great job! It's fun watching everyone scurry around the ship.
broknecho
15. Dec 2015 · 05:29 UTC
Fun watching the inhabitants wander around. Neat use of a tetris like placement problem. Nice work for a weekend!!
AzureAspect
15. Dec 2015 · 05:37 UTC
Really enjoyable game, I wish I could have placed parts in a way that corridors would automatically expand when placing room. Got 84 inhabitants untill I lost all my money :)
lectric.monk
15. Dec 2015 · 06:53 UTC
Fun game, good job! Would love to see the graphics develop on this one, keep it coming!
gogo199432
15. Dec 2015 · 14:49 UTC
Nice game, but a bit hard :/ Or I was really bad at it, reached banckrupcy in like 3 minutes XD
Windmill Games
15. Dec 2015 · 17:42 UTC
I absolutely LÖVE "Construction and management simulation"-games! This is indeed a very ambitious project and I am impressed by the amount of features and polish that you managed to squeeze into the game in such a limited time frame.

I hope that you will consider continuing development, because it has great potential! :)
ThreeLivesGames
15. Dec 2015 · 20:48 UTC
Really cool idea, well executed for the time you had.
ChaosCult
15. Dec 2015 · 21:02 UTC
Cool economic simulator. Great work!
paraxite
15. Dec 2015 · 21:36 UTC
Good game, but was easily exploitable. If you just connect just one of each module in a single line the humans just keep piling into that shaft and never have to leave, so all their need are fulfilled. Other wise very good concept and execution!
trozen
15. Dec 2015 · 21:40 UTC
Oooh, took me a bit to realize that every time you make a new room, it's randomly sized and shaped. Very interesting mechanic. A way to abort placement (even if it saved the shape you'd rolled until placement) would make it a bit easier to plan things out.

Great work for a weekend, I hope to hear that this gets some more love after and turned into a fully treated thing for, say, newgrounds.
🎤 Drauthius
15. Dec 2015 · 22:15 UTC
Since the size of the pieces you buy is randomized early game it can either be easy peasy or rather hard.

There are two rules of thumbs that can help you at any stage of the game though. Abundant usage of the 3 and 4-way passages ensures high connectivity between room types, making it easier for the citizens to traverse short(er) distances in order to have their needs fulfilled. Second, the wee fellows are easily bored, so there must be enough entertainment rooms around.
sleepYxy
16. Dec 2015 · 07:18 UTC
Cool game, it is kind of addicting to build more and more and see your population grow. The scuttling of the little people has a Settlers 2-ish vibe to them and gives a lot of life to the game. I like it!

The story behind it is really neat, but maybe you could have introduced it in a short sequence at the beginning instead of showing it with an image?
I would have liked a way to cancel my selection but maybe that's the hard part of not knowing what you get and where to place it.
shatty
16. Dec 2015 · 18:52 UTC
Awesome, well-balanced game!
Karai17
16. Dec 2015 · 22:09 UTC
As others have stated, cancelling selection would have been a huge improvement to the game. Otherwise, it's pretty neat. If you could patch that in for a Post-LD release, that would be great!
Ryusui
16. Dec 2015 · 23:54 UTC
I have to give this one extra props for being a fellow Love2D entry. ;)

My biggest gripe is there's no way to cancel room/corridor placement once you've selected something. Second place would be how there's no indication what the different types of room are once you've placed them - it would've been nice if the buttons for each room type were color-coded to correspond with the rooms.

And yeah, it feels really unforgiving at present. XD It's hard to determine the exact interplay between happiness and income, for one.
josefnpat
18. Dec 2015 · 10:11 UTC
This is a cool game, and it really leads to a lot of cool patterns! Nice game!
Tapehead
18. Dec 2015 · 12:26 UTC
this is very ambitious game, it's hard but it makes fun. it will be cool if it would be possible to to switch between next possible rooms
BlackBulletIV
20. Dec 2015 · 11:52 UTC
Very original concept with nice graphics. I found the difficulty to be very frustrating though, as I just couldn't avoid going to bankruptcy in the early stages trying to placate all the needs. Perhaps I was overbuilding, I dunno.
NoWandStudios
21. Dec 2015 · 18:08 UTC
I love simulation games. Graphics reminds me a graphic mod for Dwarf fortress. Good job guys!
Tangible Games
21. Dec 2015 · 18:26 UTC
This game looks big! A real space station sim, I like that!
All post-jam features answer my complaints.
local minimum
21. Dec 2015 · 20:28 UTC
I wish this game was much easier. It looks like something I'd like to play for a great while, but I have no chance. First off, I think it would help a lot if the player was given a priority listing making the most critical problems clearly stand out. Second, I think it must be much easer. Especially in the beginning. Sometimes it felt like I didn't get the type of piece I clicked on. If this was a critical fail at e.g. building entertainment, then there's a need for feedback saying that. I think the basic idea is very promising. I would have liked to see different dynamics to different types of problem too. Like entertainment isn't that fast acting, but makes people grumpy for a long time. Maybe they don't like having to walk too far between their food and home and entertainment. And so on. In space, the space shouldn't be the limiting factor really. Great start though and very ambitious for a LD entry.
Jod
21. Dec 2015 · 20:32 UTC
I died so quickly... eep!
scorched
21. Dec 2015 · 20:41 UTC
Nice idea! Liked the theme! Though I only got 32 citizens :-)
KaiseanGames
22. Dec 2015 · 12:28 UTC
Very nice. I did something similar to this (at least in concept, but without people running around) with my game, but I failed to implement everything that I wanted.

The game is not too obvious at first, I bankrupted too easily the first few times. Then I realized I don't need so much TV sets :)
DinnerInTheDark
22. Dec 2015 · 12:37 UTC
Very playable game, overall, very good!
personalurban
22. Dec 2015 · 13:04 UTC
Really fun to play. I couldnt get more than 40-odd inhabitants but will probably have another go to get more! (I've played lots already :) )
Galvesmash
22. Dec 2015 · 14:05 UTC
Cool game! It's a nice Sim space station, it's hard and nice to play!
Great work!
Hot Box Games
24. Dec 2015 · 00:55 UTC
I liked the game, although I am not a fan of this genre. Nice entry.
NirabazGAMES
24. Dec 2015 · 19:49 UTC
interesting game!
the-arrival
26. Dec 2015 · 10:21 UTC
ambitious!
Warboys
28. Dec 2015 · 09:00 UTC
Enjoyable game! I became bankrupt super quickly on my first try as I didn't read the instructions about income clearly xD

After that I felt the game was a little easy, I had very little need to expand or build more than 1/2 of each room as none of the needs were particularly high. Got to around 63 citizens before ending my game.

Like others have said, not being able to cancel selection is a big problem. Sometimes the game wouldn't allow a connection that looked perfectly fine to me, which was frustrating.

Overall though, great game and I'd love to see more of it :)
nucleartide
03. Jan 2016 · 03:32 UTC
Love the idea. Gameplay was a bit confusing at first, but I eventually got it by zooming in and looking at the characters' responses. :)
Mach60KAS
03. Jan 2016 · 20:17 UTC
Ambitious, but a little unclear. There are a few serious usability issues regarding being unable to get rid of a piece after you pick it - I understand that this is a core part of the puzzle mechanic, but perhaps being able to set it aside temporarily might work a little better? I quite liked the game overall though, keep up the good work!
Krafty
05. Jan 2016 · 01:38 UTC
Pretty cool game, good job! It was a little bit annoying not being able to deselect items though =O Good job! :)
mr. a
05. Jan 2016 · 01:54 UTC
Quite engaging! It's kinda like the best parts of having an ant farm (well, speaking in theory, at least--I never had an ant farm with inhabitants, just a weird plastic shape with dirt inside). Glad to see you're working on post-Jam builds!

A few suggestions (maybe they've been addressed in new post-jam builds?):
- I'd like much stronger visual feedback on the state of needs (maybe scale or color-change based on severity)
- Some of Triple-town's features, particularly a swap-spot for an extra tile, or a random chance of getting a destruction tool, would go a long way in extending playability, I think.
- If you buy a specific connector piece, it seems like you should be able to return it, rather than sell it (sometimes I mis-measured).
Jupiter_Hadley
30. Mar 2016 · 16:41 UTC
Neat idea, love the oddly shaped rooms. I included it in my Ludum Dare 34 compilation video series, if you’d like to check it out :) https://youtu.be/S5oK4fsls3Q