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Station Control's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #637 | 3.735 | 3.735 |
| Overall | #1045 | 3.324 | 3.324 |
| Fun | #1205 | 3.147 | 3.147 |
| Presentation | #1301 | 3.382 | 3.382 |
Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Station Control is a top-down space shooter that removes direct control from the player, where they instead manage subsystems while the ship itself relies on automated responses.
Did your team create the art for this game during the 48 hour time slot?
Yes
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
Yes
We created all audio during the game jam
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Comments
I love the idea of controlling the subsystems of the ship thingy. There are some really innteresting situations you can get put in.
Very impressive mechanic complexity for a game jam! Slightly reminds me of FTL, great, great job!
excellent and powefull idea !
Great Job, I like how it used the theme :) nice
Really great fit to the theme! There is great potential for this game. The game is quite overwhelming to new players. If you plan on developing this game further, it would be good to add some progression to the game which introduces the functions of the ship to the player in small digestible chunks.
That's a nice idea but for me it lacks some balance. I think I could play indefinitely if I just keep on alternating between reloading the gun and activating all sensors for a brief moment when an enemy appears. I wish there was some stuff that would force the player into doing different things and adapting to changes.
In conclusion, the existing mechanics like auto-dodge and sensors are pretty good, but the game needs some balance IMO. Nice job!
I like the concept of the game. Plus, for what i've tried, the game is fun... (at the moment maybe a little too repetitive, once you get the hang of it...)
...But the tutorial it's soo overwelming that it's but. Seriously, i was actually scared to play this game, only because of the tutorial. A tutorial that i personally think it's not necessarly needed... (but i guess some people might need it, so maybe add an help button, who explain every part of the ship the user clicks, or maybe just split the tutorial im much smaller pieces)
Agreed. The tutorial was a response to early playtesting, so I threw it together when much of the game was already completed. Once the judging is over, I'll release an updated version which will be more varied and accessible. Thank you for the feedback!