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A jam submission

SpaceBusView game page

Commuter Spacecraft Maintenance Simulator
Submitted by Incredulous Interactive (@IncredulousDevs) — 26 minutes, 46 seconds before the deadline
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SpaceBus's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#4673.9293.929
Overall#5723.5793.579
Fun#7883.3573.357
Originality#9103.5933.593

Ranked from 140 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?
As time progresses, your ability to maintain this ship slips further and further out of control. Machines are dependent on one another, so as things break, other things break faster.

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?

No

We used pre-existing audio

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Comments

Viewing comments 93 to 81 of 93 · Next page · Last page
(+1)

Hi,

 I have nothing to do with this Jam, I was just coming to test some games and this one really surprised me because it is really GOOD! ...
That's all...

Developer

Thank you!

Submitted(+1)

Cute, solid game :) I loved the animations :)

Submitted(+1)

The way the people get launched out of the ship gave me a really hearty laugh. Overall really good game! :P

Submitted(+1)

this is a really neat and chaotic management sim! i love the theming and the artwork, and there's a real sense of juggling a million things as you're running from machine to machine. i think it would help the player if there was a jump button though, since sometimes it can be a bit frustrating to need to climb ladders and run all the way around the spacebus to fix something three tiles to the side, y'know? all in all tho, great work!

Submitted(+1)

Great entry! Had a lot of fun playing it! Loved the presentation and the game at all.

Submitted(+1)

Pretty neat! It feels really cool, and very chaotic! The graphical themes are very lovely and the controls are really tight. Very cool!

Developer

Thank you!

Submitted(+1)

Fantastic game! The depth, the concept the gameplay... blew me away!

\(hehe pun)/

I loved the concept, the replayability, well done!

Submitted(+1)

Really good work on the pixel-art! I had a bit of troubles understanding immediately what I was supposed to do, but I could figure it out by experimenting. I think the UI could be improved a bit in that regard, to highlight the most important informations.

The game becomes quickly challenging! Even by dropping some of the passengers, I wasn't able to survive very long! (I also accidentally dropped a tool out of the level, woops :p) At some point it didn't feel like my actions were having any effects: even by repairing what I could, the power was dropping pretty fast. It fits the theme, but is a bit demotivating.^^'

Still, I gave it several tries, and it was pretty fun! :) Good job overall!

Developer

Thanks for the feedback! We've improved the UI and added a tutorial for the next update, and have fixed the tool dropping bug . We may need to do some more tuning on how the engine power scales, but we also want it to get harder the more things break, so that the difficulty ramps up and the player feels like things are hard to keep under control.

Thanks for playing!

Submitted(+1)

Finally had the time to play it :)

First thing I did was eject every passenger in a glorious fashion. I think they are alright. I didn't yet know anything about the game, just felt that was the right thing to do. 

After playing it a good bit I really like it. Pathing around is really hard, you gotta be fast and know where to go. But you also have to be on your toes, because the fastest path might break. I think the breaking was feeling quite random though. It felt out of my control ... I see what you did there. Clever. While it hits the theme it didn't feel great. On the other hand taking care of the whole spaceship was chaos and it felt out of control as well. But that I liked a lot. I assume because it wasn't feeling random. It was so much to do and think about at the same time that it felt out of control but I was in control of being out of control. Often I would fix a pipe, just to see it break instantly afterwards. 

When it comes to ressource management this game and post really helped me out a lot, so I leave this to you for some food for brain: https://lyrcaxis.itch.io/perish-alive/devlog/140464/a-designers-tricks-why-those-numbers
I think the ressources that are fastly depleting should be accesible more easily and the things that take longer should be harder to access. With the current layout I had a lot of fun and especially for 48h this is amazing!

One thing I didnt understand was the energy of the bus. So when things are broken do they influence it? Or is it just the number of people in it? 

I really enjoyed playing this! It made me go "man I really wanna make a game like this too now". Thank you for making this and sharing it! Well done

Developer(+1)

Wow, this is such thorough feedback. Thank you! Thanks for sharing that link - that will be very helpful as we continue to balance this.

For the pipe breaking, there is a set number of pipes that will break during each wave/flight (it increases each flight). At the start of each flight, a random point in the duration of that wave is selected, and that's when the break is triggered. In the future, we might alter that so the same machine can't break twice in a row like that so that it doesn't feel like your repair is wasted.

For the SpaceBus Power bar, it wasn't explained super well in the jam version of the game, but it's a combination of thrust (% of working machines) vs weight (number of passengers) - so as more machines break, the energy will drop faster. But you can eject passengers to drop the weight below the thrust and make the SpaceBus power stop  falling or start rising back up toward 100% again. In a future version, we'll make this relationship more clear.

Developer

We've updated to version 2.2 with some significant UI improvements, including many of the ones you mentioned.

Take a look! SpaceBus v2.2

Submitted(+1)

Nice entry! It's a classic concept, but it really works well with the theme, and I think the execution was great for a 48 hour jam. Lots of quirky charm which is always great to see!

Developer(+1)

Thank you!

Submitted(+1)

Love the art style. The gameplay's pretty fun. A multiplayer mode would do wonders for this game. Me and my girl would turn this into a "bad relationship" simulator cause we'd be fighting the whole time (in a fun way).

Developer

Thanks for the feedback! After hearing a few people compare it to Overcooked, I think there's definitely the potential to turn this into a multiplayer coop. We'll see!

Submitted(+1)

Really liked this game and how you have to manage all the stuff that is going on without being too messy. Well done!

Developer

Thank you!

Submitted(+1)

I like the concept, especially the bit where you can jettison passengers.

It's a bit frustrating not being able to get past the pipes when you're holding something. It'd be nice if you could quick fix if you're not holding the right tool for the job. You could also add alternate routes throughout the level so you can avoid the pipes entirely.

Developer(+1)

Thanks for the feedback! Yeah, I've started to notice that as well. In our next update, we've changed it so duct tape is the default response if you don't have the correct tool. We've also considered expanding the level, but I think for now we're going to focus on balancing what we have and only add more if it feels necessary.

Thanks for playing!

Viewing comments 93 to 81 of 93 · Next page · Last page