Thank you for playing! I wasn't sure what this game would end up to be, but I'm glad it has some entertainment value :)
Trollmeister
Creator of
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Snake game snake doling out life lessons and having adventures. That's a proper mashup right there. I got distracted by the golden yacht, because I'm pretty sure it would instantly sink, but maybe later adventures will reveal some more life lessons on boat industry. I liked the graphics and atmosphere.
Thank you! I had great plans to make tutorial part of the game, but as usual, ran out of time as submission date was fast approaching. I placed all those instructions in the game description field, but then it's not possible to point to game elements to ease the learning curve.
All mid-air Tetris blocks are replaced with new ones entering the ship bay. That means you can't hoard all the pieces in at once, you must build and collapse rows to squeeze the energy out of them. That being said, there's a subtle bug in the current release. Tetris block may look like it has been landed, but there's still one step to go. If new block enters the ship, then this almost landed block disappears. I will fix this after the game jam closes.
I do understand the difficulty with getting into this game (especially with a handful of bugs lurking in there). I may make tutorial part of the game at later time. This depends on the feedback I receive. If world wants to learn to play a game with convoluted mixture of incompatible elements, then I will make sure it gets the chance :)
Thank you for playing! I'll improve the background scrolling after the game jam is over. Sorry about the controls. I think they are mostly confusing because I decided to rotate the ship and not the whole screen. At least that way we got a bit different Tetris than usually. Not necessarily better, but different it is:)
Thank you for your kind words! Background scrolling too slowly seems to be a common problem, so I will change that. I also will increase the size of those tiny dust particles that I intended as a movement indicator. They will be a more clear indicator after the changes. I'll update the game some time after our game jamming is over.
Thank you for playing and letting the sound effect lovers' voice to be heard! This was a design decision, and game jams allow more experimental takes on things. Space is a very quiet place from player's vantage point, so there's that. Another point was the random incidence of hearing this song while working on the game. It too is sort of an unexpected mashup, and therefore a perfect fit for this game, at least in my humble opinion.
There's of course the option to update the game after the jam is over. I will see about the sound effects while killing a bug that I discovered in this build...
Thank you for playing and giving your analysis! Here are some points on your ponderings:
It's all old school technology, so Tetris attempts to play as the original did, including how tiles appear and are being manipulated with arrow keys. I was thinking of let the pieces land using ship thusters only, but it was way too fiddly for me as a player to handle. Being able to stop the piece mid-air was another helper that I just had to put there for playability's sake.
As for the radar, it too is old, and merely tells where asteroids are in relation to your ship's nose. It's up to the pilot to decide what to do with that information.
You are right to feel sorry for the asteroids, nothing and nobody is completely evil. It may turn out that these asteroids are merely pawns in a game that was set in motion for reasons that are not yet known, and are clearly beyond this game jam's scope. Who knows what further information is revealed in the future...
Thank you for giving a try! And yep, there were some parts of the text that I could have replaced with more accurate instructions. The guide did point to the menu button that is used to access the build menu, but it could have been more clear. I will take this as a valuable lesson (one of many) for my future improvement attempts.
Thank you for your comments! Yeah, at this point the rocket was there just to note the difference between my original plans and what I could actually implement in the given time period. The idea was to make everything polygons, so that they would be easily manipulated by player and the game mechanics. Turns out that manipulating several dynamically created collision shapes was trickier than I originally thought. Also giving feedback to player is a bit challenging under those conditions. It's certainly something that can be done, but I may have to backtrack a little and see how to implement it properly. I did learn a thing or two about collision shapes already, but there's still a lot more to learn. Fun times! :)
Thank you all for the great comments! I did not have time to complete everything that I wanted to within the game jam time limits, so I will take your points and try to make improvements later on.
This is what I originally wanted the game to be (way too ambitious, as I quickly noticed):
- I want customers have XP leveling system, which affects their stats and ability to take on higher level enemies
- GUI needs to look better and offer help to explain concepts. Screens also need better transitions
- Bazaar area needs to feel more alive (occasional dragon roars, screams, smoke, customers covered in soot...)
- I want to have more customers with variety of weapons and accessories (Customer queue should take care of the walking issue)
- I want battles to be a bit more nuanced (details still under consideration)
- I want customers mostly take care of their own battles, and they would not ask for battle assistance for low level enemies like rats
- I want loot system to be a bit more nuanced, rewards should increase in deeper dungeon dives
- The bazaar needs to have more items to sell (weapons, armor, rings, pendants, potions, bombs, traps etc.)
- The bazaar should also sell food rations, and their quality affects customers' stamina and how far into the dungeon they can reach (so number of completed rooms would no longer be random, like it is now)
- Items have a weight, which affect customers' carrying capacity and food consumption
- Old weapons can be reforged, and with certain rare ingredients they can become something special and able to help with higher level enemies
- Some customers can be very poor but extremely capable. In those cases you might want to borrow your best weapon and get a cut of the profits
- However, a failed expedition can result to quick retreat and lost equipment... Let's hope that customer wasn't carrying anything you borrowed!
- Having commercial space in a dungeon isn't free! You need to make enough profits to pay the man, and larger selection of goods requires lots of expensive real estate
- And finally, I need to balance all of the above, so that game loop works (that's probably the toughest part)
I have some other ideas, but I want the game to fit into casual category. Also, I'm just starting with game development as a hobby, so it's better to avoid complexity at this point.
Wish me luck, and send me ideas, especially if you think there's something important missing! :)





