Limitless Space by Panda king 976
A story based walking sim set on a train(in space) It's incomplete due to over scoping and inexperience. This was the first game jam we entered together.
[If you can't hear anything try the itch.io version]
| Itch.io | https://pandaking976.itch.io/ld54 |
| Original URL | https://ldjam.com/events/ludum-dare/54/limitless-space |
Ratings
| Overall | 1130th | 2.34⭐ | 27🧑⚖️ |
| Fun | 1116th | 2.32⭐ | 27🧑⚖️ |
| Innovation | 1113th | 2.231⭐ | 28🧑⚖️ |
| Theme | 1098th | 2.519⭐ | 29🧑⚖️ |
| Graphics | 803th | 3.173⭐ | 28🧑⚖️ |
| Audio | 629th | 2.865⭐ | 28🧑⚖️ |
| Humor | 522th | 2.979⭐ | 26🧑⚖️ |
| Mood | 952th | 2.904⭐ | 28🧑⚖️ |
| Given | 24🗳️ | 28🗨️ |
The script isn't in the box, It's somewhere that it seems like you shouldn't be able to access.
Liked the "easter eggs". Great job!
Do you plan on finishing it after the jam?
The start of an interesting game!
Found the script yayyy :))) Looking forward to playing the complete version!
:>
(hope you don't mind my throwing possible spoilers on here)
I really like the sense of mystery and existential dread that you have going. The planned worldbuilding makes it clear you were playing with concepts of time past and future (old train acting like a space capsule in outer space) of outside (outer) space and inside (mind) space, contrasted against a straight line limited box down which the player character walks.
Each train car/ room one is more and more fantastical to the end before it's back to the first room, just at half opacity like the world is fading away. I think there ought to be some clear differences from subsequent rooms to bring home that it's that same first room, (the computer, the box, the single window), but it's a nice touch.
The combination of the setting and text reminds me a bit of What Remains of Edith Finch (a game I ironically have not played myself) in that you're exploring the world and the setting is like a prop to character exploration. Less a traditional beginning-middle-end plot and more just "what happened here".
My favorite room is the golden room, the gaudiness of the gold (I jumped to facades and personas we put on but it could be lots of things) and how it burns but is hollow and empty (phone). My favorite lines: "It's like the view is better" "I can view the world though my own rose tinted glasses". If you don't mind, I'm going to find a way to quote this at some point in my life.
If you finish it please let me know so I can experience it! And if you just want to move on, thank you for including the script so we could see your ideas! :train:
The golden room was half kinda maybe insipred a bit by the Hunger Games and the obvious power divide, It was actually really enjoyable to play with, I'd love to play with the script and idea more
thanks :D
Pardon me if you already know all this, but just in case you're new to game development I wanted to give a brief technical tip when working with isometric art: the tiles are actually slanted at 30/60 degrees, not 45 degrees. When you implement normal diagonal movement, that will typically amount to having the character run at 45-degree angles. When a character does that here, it'll run a little off from the natural lines formed by the tiles. It'd be better (in my opinion) to have the character run parallel to those natural lines! It could be worth looking into walking schemes for isometric games to see how they did it.
If you end up making a top-down game that isn't isometric, and you have diagonal movement, there's something else to consider: if you move up and to the right at the same speed in both directions as you move when you move in just one direction, then you'll end up moving faster when you move diagonally. To correct for this, you'll typically want to divide the velocity in both the x and the y direction by the square root of two. This'll make it so your new velocity is the same speed as if you were walking just up or just right.
Hope you keep at it!