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Awesome remake of the super star trek game!
In fact it's better even my previous favorite remake (EGA Trek - yes that DOS remake ;-) ) with way better controls (especially the torpedo targeting) and streamlined UI.
The only improvement I could think is making the battles tactical instead of them be based on resource management (energy & torpedoes) something that, to be fair, even the original game lacked.

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Thank you! If you liked this PICO8 version, I recommend you play my other version (Star Trek 1978 meets 25th anniversary). Exactly the same mechanics, but you are inside the bridge of the Enterprise with Kirk and Spock.

The improvement you suggest is a significant change: early games like Star Trek, Hammurabi, etc., were based on resource management. Changing this means changing the game's core. Anyway, the idea is interesting, I could do it in a sequel. Any specific suggestions about how to add a tactical element?

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I already tried the 25th anniversary version which is also excellent.
I still prefer this version since I like the simpler UI, not to mention it can be played only with keyboard.
As far the tactical element I was thinking (as a fellow game dev) about a more puzzle tactics mechanics similar to  Hoplite Android game where each turn in combat the player choose and do one action like
- move & attack adjacent enemies (this can easily be translated to move & fire phasers)
- shoot spear (fire a torpedo - limited in number)
- use abilities that require energy (, etc. (maybe some form of short range warp to get you out of trouble)
After the player perform his action each enemy either move (if not in range) or attack
- some attack in melee (or phaser like weapon in this case)
- some attack from afar if you are in range of their attack (each type has different paterns to determine range) (enemy could shoot their own torpedoes)
only the player has more than 1 health (or hull/shields in this case).
the enemies' movement don't need to use intelligence and the enemies could  just try to get in range (the reason of calling it puzzle tactics)
The player could use the different planets to avoid enemy's attacks (break light of sight) while launching his own.

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Nice! I see what you mean. There are already a few tactical choices you can take right now because stars block torpedoes, and phasers' damage decreases with distance, so in some cases, it can be helpful to move the enterprise and then attack. And, of course, you must do it when phasers are damaged, and a star blocks torpedoes. But in reality, you don't need it so often because Klingons are pretty easy to kill. The truth is your only enemy is time. That's why the 25th Anniversary is slightly better than this one in terms of challenge and balance because I fine-tuned the damage algorithm, made the Klingons less easy to kill, and a few other details. I still have to port the improvements to the PICO8 version.

However, your idea is interesting; I'll see if I can create a spinoff with different battle mechanics. You will be the first to test it ;)

Nice! I will love to check it out when released!
I am using a similar mechanics to make a similar game to Star Trek game but instead of free roaming about the galaxy the player take missions (aka a series of sector encounters). Originally the idea was to be released at last year 7DRL  but I didn't manage to find the time, maybe this year ;-)
But the mechanics could easily work with the original style of gameplay with the player trying to find and kill the enemies before a date.

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I know, right? Side projects are always difficult to complete :) Let me know when I can test it. I'll let you know when I finish mine.