LittleOV by ski11az

Control the LittleOV salvage and recovery drone on its mission into a broken down space station.
-- Controls --
Left mouse button to grapple onto designated anchors as well as Crew Pods
WASD + Space to dash in a given direction
-- Goal --
Bring all the Fuel Rods and Crew Pods to the extraction zone to complete each level
Fuel rods attach to LittleOV upon collision
Crew Pods have to be dragged manually by using the grappling hook

Ratings
| Overall | 572th | 3.591⭐ | 24🧑⚖️ |
| Fun | 515th | 3.523⭐ | 24🧑⚖️ |
| Innovation | 202th | 3.818⭐ | 24🧑⚖️ |
| Theme | 819th | 3.659⭐ | 24🧑⚖️ |
| Graphics | 781th | 3.364⭐ | 24🧑⚖️ |
| Mood | 802th | 3.295⭐ | 24🧑⚖️ |
| Given | 14🗳️ | 26🗨️ |
As much fun as I had, I have to mention a couple of issues that I've spotted. Firstly, some actions, like button pressing, extract zone delivery and, level transition happen too suddenly and with no indication - they would certainly use some animation and sound to better communicate the event in question with the player. Additionally, I'm not sure if it was luck or a clever design that allowed me to collect all of the items without having to go around the entire map again, so it's hard for me to say if having something like a directional HUD or some sort of a primitive map would be a good idea. Still, something worth considering.
With that out of the way, movement was genuinely fun! I was afraid that dashing would completely render the grappling hook mechanics obsolete, but somehow I naturally found myself using them both simultaneously, and flying around obstacles was really enjoyable. I think the camera tilting you've done adds to the effect, so props for that. One problem I encountered is that I had to realize you can actually hold the mouse button and it will continuously attempt to grab a pole... I feel like that should be communicated somehow through the user interface, by some kind of a trace or something like that. In any case, I think it would be very cool to speed-run through carefully crafted obstacle course with this movement mechanics! You might wanna mess with this :)
Graphics are pretty nice. I wanna say that fuel rods and crew pods aren't clear enough for what's basically your main goal, but I don't remember having problems noticing them, so maybe it's just my taste. The rest looks clear enough. SFX is basic, but it does the job.
In summary, very fun concept. Congratulations on your first Ludum Dare!
Just a (perhaps interesting) nitpick from my play experience:
It took me a while to realize that you have to hold wasd while dashing for it to do anything.
I assumed it was just a very very small dash and the game idea was to move around using only the grapple hook.
Defaulting the dash to forwards if no wasd-key is pressed, would be good I think :)
I know you wrote it in the start screen, but I dunno, I just skimmed it to know what buttons do stuff.
I beat level 1 almost entirely with no dash lol xD
As for not having to backtrack, it's probably a bit of both. We absolutely placed the collectables somewhat intentionally in places that made sense with the flow of the level, but there are still times where you might miss one and have to go look for it. We have already started looking into adding some form of waypoint to guide the player in the right direction.
Awesome that you liked the movement! I did try to balance it so the dash and hook would complement each other without either being dominant and it sounds like I may have done an ok job. Still needs some more feedback to guide the player towards it because it seems many gravitate towards using mostly one or the other which definitely cripples the movement.
I can't take any credit for the graphics, that was all done by Spudsef, but I'll make sure to relay your feedback to him.
As for SFX, that's one of the few things in the game we didn't have the skills to make ourselves and instead used store assets which made it harder to find sounds that fit with the game.
Again, thank you so much for the feedback. Diligently taking notes on what to change as we continue refining the game.
Nice art too : D
Personally I feel like there could be a better indication of when I can dash again.
Personally I feel like there could be a better indication of when I can dash again.
It took me a while to realize that the area below was part of the map, I didn't understand what to extract xD. From that moment it is non-stop, very funny. The mechanics of the hook with the yellow sticks is very satisfactory :)
Thanks for the great feedback!
As a big fan of making space games (and playing them as well) I didn't pass by and played your creation through. My opinion - it's a solid take on delivery theme, it's curious to explore locations listening to pretty neutral sound theme, puffing back and forth fighting with physics (but we all know that it's not an easy topic to manage).
A thing which confused be a bit is the way how the bot is controlled. I would say that some FX will make the user experience way better, because a player will receive a feedback, what direction the burst came to. As well it's not absolutely clear why you need to use WASD, when actually the direction can be set by mouse cursor.
But aside of that I do like it and if you'll be about to create and release a post-jam version - let me know, I'll be happy to play it :smile:
Cheers!
The reason I chose WASD for dashing is so that you can dash in a different direction to where you are hooking. This helps you get better swings and makes the dash a tool for adjustments rather than just a speed increase. I have however heard from multiple people who, like you, want to dash in the cursors direction so will add an alternative input method that lets you do just that.
Thanks for taking the time to play our game and providing us with valuable feedback on how to improve!