Play simulation
Outpost Equilibrium's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #32 | 3.700 | 3.700 |
Audio | #32 | 3.600 | 3.600 |
Overall | #41 | 3.580 | 3.580 |
Theme | #63 | 3.800 | 3.800 |
Gameplay | #65 | 3.450 | 3.450 |
Graphics | #138 | 3.350 | 3.350 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Challenges
Open Source
GitHub repository url
https://github.com/bsuster/Outpost-Equilibrium.git
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Comments
Really fun and gripping game! I liked trying to balance the meters and see how long I could survive. I made it to day 18! I think the excellent presentation surrounding that core mechanic made for a great experience! I really like the soundscape and the typing and glitching effects. I think this was a really solid way to portray the theme and the game was really enjoyable!
Thank you!
i enjoyed the atmosphere from the music, text scrolling sfx, and background lore at the beginning. i wasn't sure if there was an ending day i had to reach, and i was a little disappointed that nothing seemed to happen after i `exit` (e.g. a final message or the terminal visually shutting down in some way). loved the style you chose for this game and would love to see more from the game (if you decide to continue working on it)!
I'm considering adding more after the game jam and the exit effect would definitely be a good touch!
For the open source category, you'll need to have a README file and License file.
I enjoyed the opening narrative and the terminal style text and animations. Nice execution of your game, I'm enjoying the terminal based game, ominous music that really fits your theme.
Can this game be beaten or it is a case of survive for as long as possible ๐ .
Oops! I guess I missed that lol.
Thank you! I worked hard on it ๐
There's no surviving, just delaying the inevitable ๐
All good - something to remember for future.
And yes, I figured it was survive for as long as possible. Love it! Well done on putting in the time and effort on this game.
Really neat game, I like the concept and trying to figure out the CLI type commands to keep everything in order
Nice execution. I like this style. I wish there was a happier ending.
So do the colonists ๐
Wow. Such a intense atmospheric game! From a terminal commandline interface! Awesome!
I really like the typing effect, especially that the color tags are typed out, and visibly applied afterwards. That adds much to the feeling, that you are a lonely commander sitting in front of the terminal in a distant outpost with low-tech equipment (err, I mean the best computer Weyland Corp. could give you...), somewhere in the "Alien"-Universe.
Simple, but great game!
I definitely drew inspiration from the Weyland Crop computers lol. I just made mine sound a bit less annoying ๐
Very cool concept. This is a little bit slow but except that it's perfect. Audio is perfect, graphic too. the terminal style made it really immersive. Good job.
Thanks!
I think this is a great concept! The audio is a good fit and the terminal-style graphics are a nice touch. The gameplay does seem a bit lacking. Everything drained noticeably faster than I could refill it, and I only felt like I was delaying the inevitable. Systems sometimes went down even if they were replenished and there were no events.
This would be better if more strategy was involved. As others have said, I usually just chose to replenish the lowest system. You might also consider adding a limit to the number of events that can happen at the same time. Multiple times I had four occur in a single day. Iโd love to see where you take this. Good work!
Iโll add a few more things that you could implement:
Thanks for the constructive feedback. The goal of the game is very much delaying the inevitable. I should have made that more clear in the intro. There is daily resource decline outside of the events. The events are there to add variety to each run and I definitely agree that I would like to add more options for the player.
Very cool concept, and could really be expanded! I get that for the jam you may have run out of time, but after that you may add a few things to make it more interesting. Right now the 3 real options are auto-chosen since you just pick the one that you have less of. The game needs some sort of upgrade "skill tree" system that lets you pick more interesting options. Great concept, and I hope you keep working on it!
Thanks for the feedback! A skill tree would be an interesting idea. Maybe I could add a 4th resource, colonists, and have them do jobs or train on some topic to be more effective at handling different jobs.
Interesting idea. I feel the need of pressing TAB, after i start to write some letters (ex: 'culti' -> press TAB, i expected to autocomplete) except of that very nice idea
Yea autocorrect was on my to-do list but ended up taking a back seat to balancing. You can use the arrow keys to cycle through previous commands though
Awesome job! :D Really had me feeling the pressure near the end—it was super immersive balancing what choices to make per day (or rather choice, singular) knowing an entire colony rests on your shoulders. Made it to Day 19! The terminal-like interface was a cool choice too! Makes me want to check out more text-based games.
Thank you! I tried to make it so the average survival lasts about until day 15. You definitely did well!
I really like the idea of a terminal-driven sim. The interface is clean and the music works well, but i did feel that there wasn't a lot of variety in the actions i ended up taking (I always just did whatever was needed to increase the lowest stat). Events did add some spice, but I would have loved to have more choices in regards to managing the colony, with some high risk/high reward options and the like. But for something done in two weeks, good job !
Thanks for the feedback! I wanted to add some additional commands but ran out of time. I would love to hear some suggestions if you have some
on what kind of commands would have added that high risk/reward option.
First thing that comes to mind is to have actions that have a delay until you see the returns. For example, if you have an action 'Harvest asteroid' that gives you quite a bit of power, but only after three days have passed, you might then take a risk and let your energy levels drop waiting for it to complete. If some event then happens that makes you loose more energy than normal, you risk loosing. Another option is to add a chance of failure to some actions. You can also put usage limits on some actions, e.g. after having used the action you will need to wait a certain number of days before you can do it again, making it important to time your actions well. And of course, all of those can be combined in any way you like ;)
This was such an interesting concept by using only a terminal screen. Iโve never seen a game like that before. I also like how you interpreted the theme.
Thanks, I'm glad you like it. I love when games like GTFO put actual terminals in their game, so I thought it would be fun. Plus it allowed me to completely avoid art and do 100% code ๐๐
I had a blast with this game!! The theme is handled excellently, the stakes feel real even though the entire game is in a terminal. Very innovative and my favourite of the game jam thus far!!!
Thanks! I'm glad you like it!
This is a cool text based game! It reminds of of text based adventure games I used to play when I was in school. It captures the theme well.
Thank you! I appreciate it ๐