That One Space Game
by NinjaNic
That One Space Game
Tags for That One Space Game
Description
You are sent on a mission to explore the unknown depths of space, where, obviously, you get lost. Fortunately there are some civilizations that need your help and technology. Each planet needs just 1 resource to become self-sustaining. Gather resources to trade amongst the planets. Fulfill this task and you will be granted teleportation access in the main space station. But watch out, don't run out of fuel. Good luck!
How to Play
WASD / Arrows - Move
Space / Enter - Land On Planet / Confirm
ESC / P - Exit Menu / Leave Planet
M - Mute
R - Toggle Minimap
E - Toggle Arrows
I - View Info / Stats
To save and submit scores, land on the sun.
Developer Updates
Version 2.2
- Tutorial help disappears when leaving or skipping the tutorial
- Can no longer view info when dead
Comments
kittemple
Jul. 26, 2016
An enjoyable game. I disagree with another comment saying make minimap zoom in/out - that was part of the challenge, to risk going beyond 50% fuel limit of finding a mid-point planet.
I completed the first system without ever running out of fuel - seems a bit generous to only take half resources if someone runs out.
Needs a little more evolution to make me want to continue playing other systems though. Such as tech levels on planets that need to be upgraded to produce higher-tech materials, upgrading ship on space station (within the system, not just between systems), building up armour/weapons to capture certain rebel planets.
Good start though.
Thanks for the nice comment! Initially, there was less starting fuel, but I increased it when testers were having a hard time. More upgrades is a good idea, as with rebel planets that you have to give "gifts" to, in order to trade. I also like your "tech levels" idea, which could possibly be an upgrade. I probably will not add a battle system though, so many space games already have that, but it is something to consider. Thanks for the great ideas! I'll let you know when I update the game.
brokeman11
Jul. 31, 2016
A bit of constructive criticism here (part 3): Or a "stellar wind" from the central star which provides a small speed boost (lowering fuel consumption) while leaving the star, but slowing you (increasing fuel consumption) as you approach the star. Or maybe "hostile territories" that steal 5-15% of a random resource from you each time you enter one. Apologies for the marathon length comment, but this has real potential and, other than waiting for resources, I really like what you've got here.
I like your idea of higher fuel consumption the farther away you get. Then, it would actually be necessary to continue upgrading fuel. Many people now have suggested having enemy planets, so that it definitely something I will look into. I'm not sure how it will play out in the "idle" theme, but thanks for listing your idea! No worries about the long comment, I love this kind of feedback. Thanks for playing, and I hope you enjoyed! I'll let you know when there's another update.
brokeman11
Jul. 31, 2016
A bit of constructive criticism here (part 1): this may take away from what you were going for, but, there should really be another way to get resources. The way it is now, you can only wait for quantity to generate, making this feel more like an idle game (which would be fine if you tag it as "idle"). Maybe have it where the planets/moons pay you in some currency that you can use to buy more resources in a shop somewhere (you'd have to find it on each map, of course).
In the very beginning I didn't intend for it to be an idle game, but while testing it I realized it could (should?) be played as an "active" idle game, if you will. I added idle to the tags, but it needs to be voted on before the tag shows up.
brokeman11
Jul. 31, 2016
A bit of constructive criticism here (part 2): The bigger problem for me, though, is that as far as I can tell, the only thing that really changes between maps is the distances involved. Other than that, the sixth level is playing out exactly like the first. So really, as long as you upgrade fuel every two or three levels, you'll never die. Maybe adding new elements between subsequent levels to add some risk for later levels? Like "electrical storms" that disable your controls until you exit them.
Good idea! I suppose there needs to be some sort of challenge the higher level you get.
DubaiBunnies
Jun. 19, 2017
Perfect game
Thanks!