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Tow Trek's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #6 | 4.250 | 4.250 |
Theme | #9 | 4.350 | 4.350 |
Overall | #13 | 3.571 | 3.571 |
Graphics | #16 | 3.750 | 3.750 |
Audio | #19 | 3.400 | 3.400 |
Accessibility | #21 | 2.950 | 2.950 |
Controls | #22 | 3.100 | 3.100 |
Fun | #29 | 3.200 | 3.200 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot version
3.3.2
Wildcards used
No Place Like Home
Game description
In your old but reliable space tug, you travel to the job site and do your mundane, 9-5 boring job; towing the suns, building planets from minerals, and travelling through space-time portals.
Source
On demand
Discord username
Zaraza#4260 JestemStefan(GMT+2)#6113 Dawdle#0094
Participation level (GWJ only)
Multiple times depending on member
Participation level across all jams
Multiple times depending on member
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Comments
Great idea! I had a lot of fun trying to make the planets as small as I possible could. I like how the building mechanic is forgiving, because if you overshoot, you can just go grab other materials.
Really fun idea. very original.
Suggestions:
Seriously, well done.
Interesting! A very mechanical game, and could be a really relaxing and methodical experience with a few tweaks to tighten up the controls. I think more tangibly visual indicators of some of this stuff (i.e, not just dry numbers) could benefit it a lot, bars with target regions, orbit 'goldilocks zone' type indicators, that kinda thing.
I didn't feel challenged at all, I just felt like I was being led to follow a set of commands. Maybe more opportunities for player choice could have been useful, maybe some decoration, idk.
Interesting concept either way though. I'd be interested to see how this could be developed if you were interested. Maybe also a rotatable camera could be a nice addition, since the fixed view threw me off a little. Thanks for submitting anyway! I had a fun time with it :D
Really neat game! The concept of a game that does not have any particular conflict--only a series of tasks to do--is always interesting, and I don't think I've seen a combination of a construction theme and a space theme like this before.
Initially I thought that building planets to match all the percents was going to be a huge pain, but I noticed the "weight" parameter pretty quickly and discovered it was quite straightforward to build planets simply by grabbing a particular weight of each component. I actually really liked that the requirements were stated in percentages rather than weights, as that allowed me to make a couple gigantic planets just for fun.
(Although, at the end, I decided to just be efficient... multiples of 5% will always divide evenly into 20 parts, so 20 was the total weight of most of my last few planets)
On the margin-of-error problem that some people noted below: one potential way to make it better, I think, would be to just reduce the units visible to the player. For example, always display the orbit position as round(orbit / 10) (or round(orbit / 10) * 10 if you want to keep the same units), and the percentages as round(percent / 5) * 5, so that it's clear I can only change the orbit in large increments, and that I can only change the percentage in steps of 5%.
Overall I didn't experience any real roadblocks playing the game. The one suggestion I would make is to try to make the transition from the hub world to the level much smoother. I think the hub-world concept becomes less fun when the transition between hub and levels is not very smooth.
I mean, I imagine it's not possible to actually remove the loading time, but if you had an animation fading to and from black (or maybe some sort of animation involving the truck and the warp gate?), it could be a lot smoother.
One other thing I thought would be cool was more variety in planet models.. especially based on maybe planet scale and maaaaybe planet composition, although that one might be tricky.
Overall, I had a pretty chill time with this game. The core concept of building planets as a mundane job is, in my opinion, quite novel, and is executed pretty well.
Thank you for playing!
I really like your feedback. Your suggestions are on point. Some of them are even in original plan of the game, but we need to cut the scope to finish it on time.
For example: For using warpgates I wanted to make effect where FOV increase rapidly. It looks like classic Sci-fi warp.
For the planets I planned to do exactly what you described - Planet looks was supposed to be based on composition. Planets are procedurally generated in shader, but I had no time to add this in code.
I like your way of thinking about solving problems and I want to thank you for playing once again!
Really interesting game. I liked the visuals; it felt like everything went together pretty well. The subtle ambience of sound was nice too. The movement felt responsive and not laggy or anything like that. But as someone who is a bit of a perfectionist, especially when it comes to recipes, I was a bit annoyed lol. I'm not sure what is the best method for constructing a planet.
Do you start with the largest quantity, then dilute and rebalance? Or the smallest quantity? Maybe the middle quantity? I'm not sure. I didn't mind the orbit part, but the planet creation felt tedious. While I wanted to enjoy the process, I couldn't. Because I was too busy trying to use some sort of invisible and unwritten system to try and formulate exact values to put into exact positions.
I read in the comments that there is a margin of error of 5. Which is nice for sure, but if I'm not informed of that, then I can't take advantage of it. Every planet I made was using exact values.
A system that could have worked really well would have been picking up resources in quantities of 5 per [ E ] press. And then using that resource's required % I could easily mathematically determine what each value should be. While that may sound annoying, I can assure you that I would have found that tremendously easier than what I was having to do already.
All in all, I think it was a cool concept. ^^
I see that many people have issue with trying to make it perfect... That's totally against what we were expecting :C
I was expecting people to get annoyed when they are forced to be exact (and it seems you are) so we made some margin of error so you can do task "good enough".
Generally MY system for building planets is to make planet with mass of 100. so for 30% of hydrogen you collect 30 units etc.
I guess we took that into account, but failed at informing that this feature exist. Maybe there should be some signal that planet is good enough and can be placed on orbit.
But I really thought that people will not try to be perfect...
I added note in game description ;)
Thank you for feedback!
Just that note alone should save people some struggling lol. And yea Zaraza actually explained that method to me in the Discord, and I admittedly felt pretty silly for not realizing that myself. ^^;
Thanks for playing! Those are fair criticisms, and I take upon myself that we didn't inform players of the 5% slippage(10 on orbit) as I decided against it. Also I don't think there's a "correct" way to measure those quantities, just go with your gut :D
That's pretty much what I ended up doing. But I completely get that feeling of like, "Do/or don't" regarding whether or not to inform the player of some bit of information. I think that's a struggle we all go through when developing our games. ^^
Very original concept ! :o
i like how you set up the mission objectives where you get the trailer then tow the star in place then get the right amount of resources and last place the planet in correct orbit, seems complex at first but it's quite easy once you get it.
That said what is a bit hard is getting the dosage and orbit right cause you have to be exact and it's hard to do so, cause when you collect resources you don't get an accurate % until you have multiple and dosing exactly can be a pain :( not sure if it's a bug but the discard resource with the E key didn't seem to work for me.
But other than that the ship controls feel nice and responsive, i like the towtruck/ship and the warp gates's design and the humor of building an entire star system as a 9 - 5 job that became mundane :p
But the game is anything but that :)
Thank you for playing!
From the comments we received it seems that we totally failed at informing that you don't need to be exact. There is a margin of error of 5% for resources and 10 units for orbits.
I was really expecting that people will not try to be exact and get annoyed that we force them to be exact so we implemented margin of error.
But it turns out that everyone IS trying to be exact and they are annoyed, because they think that they must be exact. So it's only a communication issue. Solution to your problem is existing in the game, but we failed to inform you :C Sorry!
About the E key: E key removes resource you are in right now, so if you are in rock cloud it will remove rocks. If you are outside cloud it does nothing.
Thank you for playing!
Oh i see ! Well it wasn't really a big deal to be honest :) it's just that since there was no mention for that i just assumed from the numbers that you had to be exact :p
and i also understand for the removing of resources, here again i got it wrong and assumed that the key let you dropped no matter where, i didn't put 2 and 2 together to do it inside a ressource field
And honestly if you just add mentions on these aspects so that they can't be confused you've fixed all there is cause like i said the game is pretty solid otherwise ^^
A really unique idea and perfectly executed!
Even though i loved the controls, it was a bit of a pain to get used to it!
Thanks for playing!
A solid game overall. Visuals are very well done and music is relaxing, which fits the gameplay.
The idea of creating entire solar systems with your truck is very neat. My only gripe was that it took me a while to notice the instructions aren't dead set, so I can complete a planet that requires 30/20/50 with 29/21/50 for example. I kept trying to match the proportions but couldn't get it right.
Congratulations on a very well done game.
Yes. There is (+-) 5 margin of error so you don't need to be that precise.
We knew that getting precise values is hard so we added that to make game less frustrating.
I'm glad that you tried to get perfectly matching values tho :D I do that too!
This was a really nice game! It has a sort of “Hitchhikers Guide to the Galaxy” sort of feel to it. A few things did get me, though…
Over all, though, I really think this is a very nicely made game! Excellent work!
Thank you for your feedback.
It's true that we doesn't have tutorial in our game, but we tried to make stuff simple and explain everything in GAME INSTRUCTIONS.
About attaching sun there is a part saying:
Quote: "- To attach planets or stars on the trailer, use SPACE again."
And about tasks there is task tab on the left, but on there right there are details about planet orbit and composition.
Quote: "To finish tasks, planets must be made as described in the task tab. Usually, it's about orbit radius and composition. Pay attention to the tab on the right for more details." (Right tab has details about planet orbit and composition).
Sorry if this was misleading.
We tried to make it intuitive and split levels into manageable chunks so you can even figure out stuff by trial and error.
About the tone of the game. We wanted to make calm game where you build stuff without any pressure, but I understand that someone would like more challenging game
Thank you for playing and for detailed feedback. I really appreciate it 🥰
I like the music and graphics! That plane that you sit on as a flat surface in space is a nice idea. I wish I could rotate the camera though! Since I couldn't rotate the camera, the minimap was super helpful. There should be some kind of purpose / motivation for building solar systems to keep the player engaged. However, the music made it almost therapeutic and I guess it's okay just like that then - without too much added excitement :)
Thanks for playing! As always we wanted to have more but scope was too big 😅
I enjoyed this game a lot. Really unique, it kinda feels like a weird N64 game :D
Towing stuff along with you space truck felt really good. At first I was a bit intimidated by the planet building (all the numbers ...), but after I stopped overthinking it, it turned out quite easy and relaxing. It also looks and sounds really good. Plus, I love the confetti effect!
Thanks for playing and for the kind words!
The tow truck really gave me vibes of the meme in the description! Good job guys, definitely got the polish I expected 😉
Definitely a unique concept. I don't like crunching numbers or "complex" calculations during a jamover but I did enjoy it here :). 3D is always pretty magic to me, I'm impressed with what you guys put down here.
Accessibility wise, I found the text quite small and above the warp gates even unreadable.
Controls wise, it was really smooth and response. The backward acceleration hardly braking before reversing was confusing and it took me a bit to get accustomed to it.
The skybox was very impressive and I really love the particles effect of the gathering, but I found the truck quite dark a lot of the time and I wish it would have been more consistently illuminated.
Thanks for playing, and the kind words!
The text over warpgates is definitely on me, it was put there an hour before deadline so I was cutting corners 😅
On hindsight I agree about the truck, but during testing you mostly look everywhere but the player lol
Definitely one of the most unique concepts I've played so far! The music here was a real highlight. That mournful bassoon solo being joined by more and more instruments really added to the feeling that you were building something.
Thanks John for the kind words, that was exactly the mood we were going for. I have extended the praise to our audio artist :)
This is a cool, original game! Made me chuckle the first time towing an entire sun. The planet building mechanic is really neat too, if not difficult! This is a really interesting entry. Nice work, team!
Thank you for playing!
The planet building mechanic was supposed to be much more expanded, but we need to cut down the scope.
There is only one trailer used to gather resources, but we planned to have:
- one that made gas planets,
- one that adds rings around planets,
- one that adds atmosphere,
- one that adds moons,
- also one that let you build the sun
but yea... scope creep. Good thing is that it's a good base for expanding it if we want to!
Thank you once again and I hope you liked the game!
Wait is that .. , ohno you did not.
Nice skybox, graphics are very impressive.
Though gameplay can use some more excitement or streamlining.
Thank you for playing!
Skybox was rendered in Blender at 8192x4096 resolution. Nebulas/clouds are volumetric and are prerendered into the skybox too.
As an artist I'm glad you liked it :D
Thank you very much for feedback and I hope you liked our game!