Captain's Log Day 6
The pressure is beginning to subside. The nerves that were welling up are starting to dissipate as we approach the deadline for submission. As of 2:00 AM, we have a fully closed gameplay loop! The polish is not yet what we want, but we're confident that we can make the changes that we want to see tomorrow before the deadline hits.
We've added a fail state when the ship takes too much damage, as well as a success state when you successfully make 7 jumps across the universe. You can directly impact
the amount of damage that you take by neutralizing (or ignoring) threats in Nav/Comms and Weapons, you can speed up by typing Nav codes in at the helm, and if you want to survive, you'll manually steer through asteroid fields.
The mechanics are defined, but their interactions as a whole aren't clear yet, so the final day is likely going to be designing a new player experience to acquaint them with their ship.
We're excited to see what people think, and we're excited to finish the project so we can polish it up even more after.
Signing off for Day 6 in the wee hours of Day 7,
The Crew
Files
Get Manual Override
Manual Override
Nothing can go wrong...when you operate the worlds most okayest ship and load it with super safe cargo.
Status | In development |
Authors | nerdwellrounded, John, formerfakegeek |
Genre | Puzzle |
Tags | Atmospheric, First-Person, Global Game Jam, Low-poly, Point & Click, Sci-fi, Singleplayer |
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