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A jam submission

WodopomView game page

Race to the Wodopom, whatever that is.
Submitted by PricklyPearGames (@ColeDitzlerOnTw) — 2 days, 23 hours before the deadline
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Wodopom's itch.io page

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Comments

Submitted(+1)

You should definitely add a preloader, it was weird playing the game with assets missing and loading up in real time. Also, does it really need to take up 200 MBs?

Secondly, it's not clear which elements of UI are interactive and which are not(e.g: the ship upgrade button looks just like a decorative element), I think it would make sense to highlight them or change the mouse pointer style, when its hovering over them.

It also took me some time to figure out that game speed is controlled by keyboard and not by UI elements, but after I did, the game became a lot less tedious. Speaking of gameplay, after completing the tutorial, I managed to coast through about 7 fights with 0 effort: you just assign the crewmates to correct rooms, target random points on enemy ship and speed up the game until the enemy is defeated. I had to extinguish fire once and one more time had an intruder board my ship, but other than that it was rather uneventful.

But I liked the graphics and appreciated the tutorial, even if it still needs some work.

Developer

Hey thanks for playing! The file size is about 96% music for the radio, as there is about 5-6 hours of audio in the game right now. I'll see about making the important stuff glisten or glint occasionally, could be juice and indicative. If you kept playing after the tutorial ended thats interesting, I never actually bothered because I made it in a hurry when I saw a streamer get confused. The tutorial scenario locks enemy ships to a very low level for all combat, which would be the main reason for 7 easy fights.  I'm glad the tutorial worked for you, I'll be making it more in-depth in the future and I'm changing the time-control anyway too so it won't be so confusing. I never considered a preloader, but I'll look into that too. 

Submitted(+1)

No, I mean when the tutorial ended, I did what the game told me to: reloaded the page and started a new game, I picked a ship with high-medium difficulty, though, maybe that's why it was so easy.

Developer

Oh gotcha, well maybe I have the first few fights too low now. The first 3 are gimmies in every run, and the first 6 will only have one crewman, this was a stand-in for a tutorial but I think I can take the training wheels off the main mode now. Thank you for clarifying. 

Submitted(+1)

interesting game and music.  Fun.

Submitted(+1)

wow well done I liked ftl a lot years ago, this seems like it will have way more content if you keep working on it.

it seems like every domo day you have a new demo that's pretty good your super productive

Submitted(+1)

Music in the Menu doesn't loop very well I like the introduction and explanation of the Ship+Crew you're  choosing, don't remember if it was there last Time. Your Menu Buttons / Main Menu could use some work aesthetically.

c+click/e+click feels weird for zooming in and out, I kept trying to just rightclick. 

Shops could also use a bit of a different Symbol on the expanded Starmap, they are clearly distinguishable as is, but could look better I think.

Encycolpedia took some getting used to, especially because of the Buttons on the bottom right. I'm assuming those are, as in the main Menu, just placeholders tho. Maybe proper Tabs to cycle between and Pages to fully flip for the specific Piece? Other then that, and the Fact that '-' seems a bit weird for it, and me wishing it had a button on Screen so I don't have to use the Keyboard at all for this Game, it works and is a great addition.

No Idea why the Jump Button isn't saying Jump but weird gibberish.

Why is the IOU a Laserweapon?

Pleasently surprised by the Slaver Ship, altho, again, the Dialogue Box could use some overhaul to fit with the rest of your UI.

Some explanation on shift for what the non-damage Weapons do would be nice, so I don't always have to close out of the Menues and into the encyclopedia to cycle through all the Options just to read up on something.

Took way too long to figure out how to unequip Droneweapons to sell them, maybe not very intuitive, most likely I'm just too stupid.

It's interesting to see how many Weapons and Stuff there are, even tho most is just Tier2-3 etc., theres still a lot of unique Stuff.

Scrap income seems a bit low.

Mirrorshields are incredibly strong. with reflecting everything, and they last basically forever, with only a tiny window in between reactivation.

Your Nebulas need a better overlay aswell, rather then just a small Text and some floating Purple Orbs. Made me think of an enemy Scanner-weapon or something first.

Would also be nice if Weapons in the SHop at least show if they need Rockets or not to fire.

Don't know if I accidentally doubleclickt o jump somewhere or what happened, but right after defeating an automated Ship, I had to fight a new Ship, without going to the Starscreen or anything first. This keeps happening even without any clicks or anything now, so I'm assuming I'm stuck in some endless permanent encounter loop. Fixed itself after ~10 Encounters, so not going to end it here yet.

And happened again after a while, don't know what causes it.

I also pretty much continously fight the Sundisks. Am I in their Sector, is this random, or are they the dedicated evils?

Escaped once again, got asked to spare some Suns, and still destroyed them while they flew away. Shouldn't my guns stop when I agree to spare them?

And stuck for a Third Time. Died against lvl 40 Ships, couldn't clear the first Sector in Explore. Not being able to repair really hurts there.

Still, had fun for the ~2 Hours I played.

Developer

You were probably in the sundisk space, explore mode tends to start you solidly inside of a controlled zone. They're not the dedicated enemy, but they do make for painful fight sometimes because they don't suffocate. 
The IOU is a weapon because everything is coded as a weapon, the weapon behavior is together with the ability to be an inventory item because I started with just weapons, you can equip it, but it's just a joke to be able to do it. 
The gibberish says 'jump', but it's supremely confusing. 
The getting stuck is caused by running out of fuel, there's a little purple bar under the jump button that indicates how much you have, but when you run out you need to fight ships until you get some fuel as loot, it's often a death sentence, and it's why the stores all sell fuel. 
Your guns should probably stop, but 'h' is the hold fire button and works inside of events. 
>made it to lvl 40
I'd be interested to know what setup you ended with.
Thanks for playing and the detailed feedback. 

Submitted(+1)

I didn't save the Ship, but I just maxed out shields as fast as possible to avoid Damage, then maxed Weapons.

Sold my Drones and rockets etc. and ended up with I don't know how many Crewman of what Race scattered everywhere, with a triplelaser, basiclaser, some hotgun or something ( a big purle laserbeam I think), and a healing shield Weapon. No extra Slots or anything, on Pomaos Ship v2.

Submitted(+1)

Some of it is clunky where it takes a bit to load, like the main menu or the UI of the ship, and even with selecting weapons it doesn't do anything. The radio in the corner works with the doors and moving aliens around and the aliens are good. It having 200+ songs is really big.


But some stuff isn't explained like how to shoot, what right clicking a weapon does or doesn't do. Charging jumps takes forever and the base game speed at 44% is funny, but slow and too slow.

I really love FTL and I hope this gets better in the future.

Submitted(+1)

I really like the creativity in the various alien species and the weapons, but it's a lot of information to take in all at once and skimming the encyclopedia to find what you need is a bit clunky, it could use an index.

I've got some FTL obsessed friends that I'm sure will like this and I'll come back to this after trying more demos to check out all the ships!