Oregon Startrail by Cyber Puffin
Livable space is hard to come by. Embark on your voyage through the stars to find some space you can call home and balance your limited resources.
Trade and burn fuel for resources. Humans need water, food, and air to survive,
Instructions
- Trade money for resources
- Trade will fail if lack of money or lack of space on the ship
- Keep your humans alive to reach their new home
- Humans need Air, Food, and Water to survive
- Keep enough cryopods to start a new colony
- Cryopods require Energy and Work
Resource breakdown
Air
Consumer
- Human
Producer
- Plant
Energy
Consumer
- Bot
- Cryopod
Producer
- Human
Food
Consumer
- Human
Producer
- Fish
- Plant (missing from LDJam release)
Fuel
Consumer
- Travel
- Use Fuel button
- Adds Air, Energy, and Water
Water
Consumer
- Fish
- Human
- Plant




| Link | https://github.com/cyberpuffin-digital/Oregon-Startrail |
| Link | https://cyberpuffin.itch.io/oregon-startrail |
| Original URL | https://ldjam.com/events/ludum-dare/54/oregon-startrail |
Ratings
| Overall | 340th | 2.792⭐ | 26🧑⚖️ |
| Fun | 349th | 2.458⭐ | 26🧑⚖️ |
| Innovation | 286th | 3⭐ | 25🧑⚖️ |
| Theme | 303th | 3.022⭐ | 25🧑⚖️ |
| Graphics | 302th | 2.864⭐ | 24🧑⚖️ |
| Humor | 136th | 2.935⭐ | 25🧑⚖️ |
| Mood | 261th | 3⭐ | 25🧑⚖️ |
| Given | 29🗳️ | 31🗨️ |
This is going to be fun.
I'm not 100% sure that one can actually reach Wolf1061c with the current balance, as I used a travel-time override while in editor (just run the game with the godot 4.x editor and travel time is static at 5 seconds). I'm building a nice big list of tweaks for rebalance and bug fixing.
Good to hear that the locale changes are appreciated. It felt odd writing strings directly in the editor since my main workflow has me using a translation table. Godot and Google combine to make translation tables really easy (wrote up a [devlog](https://cyberpuffin.digital/devlog/20230816) a little bit ago), though font support remains a bit of a challenge.
Currently, Oregon Startrail supports the following locales:
* ar - Arabic
* cmn - Mandarin
* cs - Czech
* de - German
* es - Spanish
* fi - Finnish
* fr - French
* hi - Hindi
* it - Italian
* ja - Japanese
* ko - Korean
* pl - Polish
* pt - Portuguese
* ru - Russian
* uk - Ukranian
I haven't tested the TTS system in other languages.
I just finished writing up more information about playing and the resource guide in the entry above.
Thank you for the feedback!
I like the amount of details you put into the game and the description here.
I may come back to this game later, when I'm done with some smaller and easier games first. :D
This one requires concentration and ... reading. xD
Also, how can I get this "eh?" style buttons in the menu? Which language should I choose? :D
You probably want to hide the "exit" button in the web build since it looks like the game just hangs if you press it.
The text is quite hard to read when playing in a fullscreen mode on itchio (I think it's because of the messed up size rations):

If you don't want to read as much, you can run the desktop variants. So long as you have TTS voices installed on your system (default for most OSes but linux, and the linux voices are easy to install) the dialog window will present the "Read with TTS" button. Sadly, this doesn't work in the web export.
You're also correct that I want to hide the "Exit" button the web export, I discovered the same during some of my post-jam play testing.
As for the difficulty in reading the small text, if you check the options you can adjust the global scale.
And finally, the Canadian locale will append "eh?" to the end of each string. This serves more of a purpose than just annoying (/amusing) my Canadian relatives. I use this locale to help identify where I've neglected the translation. For example, I missed the "CONSUMABLE" string in the Resource tab. This gets highlighted without the "eh?" bit.
I wrote up a [devlog](https://cyberpuffin.digital/devlog/20230816) back in August that details the mechanism in Godot.
Godot rocks. :]
To illustrate that point, I clicked depart first and got an immediate game over. Next time I tried some other buttons, but didn't notice Trade because it is grouped with "main menu" and "pause" - so died again instantly.
Also, the up and down arrows on the trade screen are very small when there is plenty of space for them to be bigger, which would just make it easier to click.
I am glad to get such a positive response to the accessibility options. It's been a primary focus for my other project (it's in the name after all: Accessible Sudoku) and the efforts transition easily into new projects. Easier if you do it from the start.
@lou-bagel thank you for the feedback! I alphabetized the buttons and barely thought about the functional order. I do hope the quick death loop made it easy for you to jump into a new game after your untimely demise(s).
You have multiple valid points that will influence the next iteration.
I appreciate all the feedback!
But I thank you for the kind feedback. The issue wrt: text size came in as a bug on the web export. The locale is defaulting to the minimum allowed scale (0.7) when no existing setting is present. A different scale can still be set in the options. But I set the minimum to something that was at least legible and moved on.
You, and several others, are right that I was a little too ambitious for a jam game.