Used this and Space Contract in this gamejam! https://catbitestudios.itch.io/the-call
Looking forward to using them in another :)
Cat Bite Studios
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Ahhhh glad to hear you enjoyed playing it! I spent the first day-and-a-half workshopping ideas, finally settled on this one, then getting a very firm concept working in my head before starting. For me that is key.
I also knew from the start this game would be very data driven, so I used a csv text database to store all the modules data. With that in place, I could add/remove modules just from the text file, change values etc and it would all update the next time the game started. Finally, I find it very difficult to make a game without art assets, so I started the jam creating the art necessary for the game, before progressing to the main gameplay systems. I also have some familiarity with godot, have used it before, and this jam learnt alot more!
I definitely could have used more time to compose some bgm - I started on it, figured out that the time could be better used balancing out the modules and pacing of the game, so the audio aspect is severely lacking. Sadly, still not enough time to do the balancing and the game can go sideways if incorrect modules are bought*.
*Giving the player every single module without progression gating is an experiment I wanted to try. Like, why not give everything available in the game at the start? Based on the comments so far, I've come to think that gating progression so players can learn how the game works is likely better.
Sorry, rambled too long haha!
Ahh thanks for playing! Yeah I defo put in too many things for a game I envisioned should be winnable in around 10-15mins. Unfortunately just not enough time to balance everything so upgrades feel impactful, and the lack of music/sfx shows. Those 10 days (11 if you count the submission day lol) were very long ones for sure!
Ahhh glad to hear you had fun!
The frantic aspect wasn't planned, it appeared when I was doing all the calculations and I was like... hey! This would be a very good way to push the player forward! Sadly not enough time to balance everything out properly. Defo would like to get a more fleshed out game one day!
Ahhh thanks for the feedback! Yee the crew quarters were balanced pretty badly, v1.07 should address that issue (Much less water usage, and lesser cost to build, and also hold less crew - so the jump in food requirements don't go through the roof). TBH it's not balanced well atm, I over complicated the build section and didn't have time to sort everything out.
Very interesting strategy to use the jump boosts to get around XD Sounds like that module is broken XD
RE: the stats, I should add those. Defo will keep in mind if I make something similar. Many thanks!






