Contact Range by QueenOfSquiggles
https://www.youtube.com/watch?v=7z3I9_15p2w
Contact Range
As the sole engineer on a space ship with a angsty captain, your hands are normally pretty full. But now aliens are attacking the ship and turning off vital systems. Can you survive the onslaught while also keeping your job!?!?
Tools Used
- Godot Engine (4.1.1-Mono)
- Squiggles Core 4X (aka SC4X) (A C# framework built on top of Godot)
- Krita
- Audacity
- Blender
Recommendations for best experience!!!!!!!
- Mouse sensitivity down to about 50-100 (default is like 300)
- Difficulty down to 3-4 (default is 6.5)
- I did a bad job of managing load times so some components will stutter and seem to glitch, just be patient and they'll load.
- If you are ever lost the Captain will give you an idea of what you should be doing.
- The end cutscene plays immediately after all objectives are completed. If you're still in the game, there's likely more to do.
Known Bugs
- Dialogic Error:
SCRIPT ERROR: Parse Error: Could not find type "EditorPlugin" in the current scope.
at: GDScript::reload (res://addons/dialogic/Other/DialogicUtil.gd:17)
Patched with commit "DIalogic Error Bugfix " #f4ca50c
- Stuck in Combat:
Sometimes (specifically in the East Crew Quarters) the combat manager will fail to "end" combat at the correct time. Which at times can cause a hard lock and others will just kill the player outright.
Currently no solution has been found, I recommend restarting. Your completed objectives will (should!~) save.
- Stuck in Combat camera with exploration state player controller
Sometimes (also the East Crew Quarters) the player will leave combat but the room manager won't, which leads to the player returning to the "exploration state" which is 3rd person controls. But the camera will stay in 2D.
Currently no solution has been found. Recommend restarting.
Opt-Out Category: Audio
For this game nearly everything is something I made. There are a few exceptions. Some of the GUI components and GUI SFX from SC4X come from Kenney's asset packs. Nearly all of the SFX and Music loops in the game are third party. I felt that the small ratio of graphics meant I could still get graded for that. But the audio is primarily from two sources: "FilmCow Royalty Free Sound Effects Library" and "Free Sci-Fi Game Music Pack". Both of which are effectively CC0, see pages for more details if you like ;)
Links:
Music Loops:
https://alkakrab.itch.io/free-sci-fi-game-music-pack
Film Cow SFX (Highly recommend for a variety of projects TBH):
https://filmcow.itch.io/filmcow-sfx
Gameplay
The game uses 3rd person in 3D and 2D-esque environments as you explore. 2.5D sprites was a challenge area for me. I decided I wanted to use them, so I hope I did well on that.
What else do I add here????
It feels like forever I forget what my usual information is about. IDK just play my game!!!
Screenshots




Use of the theme
!!!!!HEY THERE MAY BE SPOILERS HERE!!!!!
- Ship rooms are usually cramped, limiting the space
- Player's inventory is smaller than usually needed, limiting the space,
- It's in space?
- I meant to create a narrative segment about how they were exploring for worlds to colonize because the Earth was running out of its limited space. But I ran out of time for that.
How to meta-game (helpful if you just wanna get done as fast as possible :smirk: )
- Aliens start in the East Crew Quarters
- After a time (faster with higher difficulty) they can infect adjacent rooms.
- Rooms start at 0, hit 1 at first infection.
- Once all adjacent rooms are infected the aliens will "disable life support" (rank 2) which means no oxygen in the room until cleared.
- Clearing a room demotes the room by 1. So a no O2 room cleared actually goes down to 1 which means there's still aliens for when you go back into the room.
- All of the "missions" can be completed out of order. But the captain's coffee is a potential soft-lock if you consume all of the existing coffee items.
- After the missions, you need to clear all of the rooms to rank zero. Until all missions are complete, the East Crew Quarters cannot go lower than 1.
| GitHub Source Code | https://github.com/QueenOfSquiggles/ContactRange |
| Itch Page | https://queenofsquiggles.itch.io/contact-range |
| Itch Page | https://queenofsquiggles.itch.io/contact-range |
| Itch Page | https://queenofsquiggles.itch.io/contact-range |
| Original URL | https://ldjam.com/events/ludum-dare/54/contact-range |
Ratings
| Overall | 968th | 3.075⭐ | 22🧑⚖️ |
| Fun | 927th | 2.95⭐ | 22🧑⚖️ |
| Innovation | 922th | 2.875⭐ | 22🧑⚖️ |
| Theme | 1025th | 2.825⭐ | 22🧑⚖️ |
| Graphics | 714th | 3.357⭐ | 23🧑⚖️ |
| Humor | 410th | 3.222⭐ | 20🧑⚖️ |
| Mood | 767th | 3.275⭐ | 22🧑⚖️ |
| Given | 11🗳️ | 20🗨️ |
Overall, great work :D
Also I love the gay coffee :p
I think a greater focus on playtesting and stability to make sure the game plays and runs well is the biggest thing. Keeping the unique ideas and visual aesthetic is paramount because I think you have a very different design voice and that's awesome.
Hoping to play another jam game in the future with less issues and less clunky combat, but hopefully with just as quirky art and keeping the style you've got going, cause it's sick.
I think there's an issue with the fistfighting controls in the crew quarters though, the camera shows the top down view and the movement controls have adjust properly for the fight but the fist seems to move based on where the third person camera is not the top down one.
After tackling controls, 1 FPS and softlocking a couple of times in room with aliens, I git decently far in the game. Did not get the end scene, but was a pleasant time nonetheless. If you've managed to do this in 2 days would be a banger compo game; but still, super impressive for a one-person project! Good job!
The art is funny and wonky, I liked it.
Gameplay wise however, it is really hard to figure out what you need to do and where you are supposed to go. For example I had a lot of troubles to understand what to do once I was in front of the sensor array controller...
The combat is also quite wonky : The fact that you can move your hit direction by moving after starting a blow felt really weird for me. maybe locking that hit direction once started would help a lot and make combat more enjoyable ?
I would have also loved more feedbacks when hit for example.
Good job for the great mood in your game !!