SCAVENGE & SURVIVE!

Your small mining station manned by you and your son is drifting in a decaying orbit. It's only a matter of time before it's too late to escape the dying sun you're hurtling toward. 



INITIATE LIFTOFF!

  • Navigate a derelict space station and find resources
  • Reroute power and turn on ship systems
  • Repair your ship before it's too late!


CONTROLS:

Use mouse to move and click on objects


CONTRIBUTORS:

Kindred - Art / Sound / Atmosphere

SteampunkChinChilla - Music

Tim Ruswick - Programming



StatusPrototype
PlatformsHTML5
Rating
(3)
AuthorTimRuswick
GenreSurvival
Made withConstruct

Comments

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(+4)

Nice game ....

BUG - no move from door .... still run 

(+1)

Overall I like the concept, and that an entire playthrough is 5 minutes.

I didn't understand why you would send your son off by himself rather than launching with both of you. I guess maybe less resources are used on the journey?

(+1)

The gameplay was not as challenging as I thought, but very nice art & concept, indeed! :D

(+1)

5/5 Art

too bad i cant rate the art in the jam.. Tim.

(+1)

The idea and visuals are Awesome! However, the gameplay is hard to follow. The stations need better signaling to the player what is going on. My first playthru I got 3 batteries and left the station with a max ship in 2 minutes.

The 4 stages at the end seemed odd as the son is sick, but after 156 days doesn't die or recover. Seems strange.

(+1)

Now I feel like the art is nice and helps with the theme of the story it is peaceful but retro to me. The game play was overall a little easy and shot if you made it longer or something i fell the game would of been great the game is still amazing though.

I would like to point out that i got stuck in a spot so if you could fix this it would be great 

(1 edit)

The art is really good, but the gameplay is lacking and doesn't take full advantage of it.  This would probably make a better clicker/idle game along the lines of Magic Potion Explorer/Destroyer.

The art was amazing and very easy on the eyes. My problem was that the game-play felt like a afterthought.  Maybe I was doing something wrong but after a little bit you just stood around not having to micromanage.

I think the point is just to get all reserves to max and take off. I think some playthroughs that will happen quickly, and some you may be down to the last seconds before you get everything ready for launch. At least, that's my impression from just a few rounds.