Results
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game interpret and use the theme?
The Intrepid destroys the Earth Gate to save Earth, stranding itself behind enemy lines. The only other gate lies through hostile space, and the route means choosing between a dangerous shortcut and detours for rest, intel, or rescue. "Home" is also the crew: damage and losses carry over, and the ending remembers who made it back.
Devlog Challenge?
Easter Egg Challenge?
Easter Eggs
1. Knock on the hull: when the carrier is on screen between missions (for example while assigning pilots), click its hull five times. The Intrepid answers, and it has more to say if you keep knocking.
2. The egg: at the Supply Depot, send the Scout to SECTOR 04 (Quiet Passage, the rest stop). The sweep finds one very unusual contact. (Is it an Alien egg...๐)
3. Nobody left behind: win without losing a single pilot. The victory outro notices, and Carrier Command buys a round.
Two homages to Wing Commander, the series that inspired this game:
4. The killboard: while preparing a jump, press KILLBOARD above the pilot roster. It ranks your pilots by kills, just like the killboard in the Tiger's Claw's bar in Wing Commander.
5. The carrier's name: the ECS Intrepid is named after the BWS Intrepid, the Border Worlds carrier in Wing Commander IV.
Did you use Farclip and want to be considered for the Farclip Award? (optional)
Game Engine?
Self-made & used stuff?
Homemade Graphics/Art (e.g. models and/or textures)
Assets (e.g. free or purchased assets used in the game)
Have you joined a game jam before?
Roughly how much time did you spend developing? (in hours)
80+ (rough estimate ๐
)
Anything else you'd like to share about your game or development process?
During the jam brainstorm, I imagined a much larger Wing Commander-inspired game, played from the carrier commander's seat instead of the cockpit. Last Ship Home is a smaller prototype to test that idea. Even this reduced scope was too ambitious of course ๐ for ten days, so I simplified some systems and left others out. Getting the whole journey playable came first, so balancing got less time than it deserved: some fights may feel harder or easier than they should. I'd love to hear whether players want to see such idea developed further and what felt off along the way.
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