
Overdrive: LGFFTL
A downloadable game for Windows
Overdrive: LGFFTL - Is a fast-paced, top-down resource management game, where you have no time. You're on a board of a spacecraft, with a 10 minute time limit to deliver a special package to it's destination. What could go wrong, you might ask? In fact, a plenty of things could lead to your ship going completely haywire...
Manage four critical resources: Fuel, Energy, Oxygen and Temperature to maintain your ship's integrity, and make sure you'll make it to the destination in time! Engage overdrive to make sure your machinery works faster and with a higher efficiency, but be aware - that could lead to that system's failure.
Worry not, with a handy wrench and a bit of duct tape (obviously one with a starry pattern), all kinds of damages can be repaired, if you have time for that.
LGFFTL is a videogame, where keeping a balance between too much and too little of resources is mandatory to bring a success to your mission. Keep an eye on your surroundings, and listen carefully, also make sure you're actually moving.
This game is a submission for 1-Bit Jam 6, hosted by MYline Media.
Credits.:
- Esther Annika, programming and game design
- Marceline Fraanje, sound design and music
- Jan Konarski, game art and spritework
- TrashyDaPanda, title screen and concept art
- Runa, tutorial, animation help and playtesting
Status | Released |
Platforms | Windows |
Authors | Nexreon, youmegravity, Essyle |
Genre | Strategy |
Tags | 1-bit, 2D, Black and White, Fast-Paced, ftl, Management, Pixel Art, Sci-fi, Space, Top-Down |
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Development log
- Rebalancing and post-launch fixes [1.1 Update]35 days ago
- Improved music system and less bugs! [1.2 Update]35 days ago
Comments
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first couple attempts ended with me dying while having no idea whether any of the buttons I pressed did anything (and always with carrying around fuel rods that somehow do not want to be loaded into anything), the tutorial hardly helping... the machines more explicitly reacting to inputs might help?
might try again though it looks very cool^^
Yeaaaah, we noticed a lot of confusion around that haha. A more expansive and more easily accessible tutorial is definitely high up on the to-do list. But for now, the fuel-rods are meant for the engine, you can load it up whenever it is offline. (:
Assets were very well done, I especially liked the thruster exhaust animation
The smash cut to game over is a little jarring.
Never touched O2, but the rest of the systems tied really well together, it was an interesting challenge trying to balance everything.
+1 for adaptive music
Need some sort of onscreen prompt for controls when getting close to interactables, and to go through a couple times before everything clicked
Hey there, thanks for your feedback! Yeah the screens were a bit rushed, as we've mostly focused on the gameplay loop, which as it turned out - wasn't as easy to plan out as we've initially thought!
Do you think, we should have some kind of textbox appear, when the player is close to an interactable? We've been a bit split on that, at first there was an idea to use indicators like [< Q and E >], but we've moved that to the tutorial in the end, replacing it with UI speed meter.
We've also had some more interesting mechanics in our plans, but this version is as far as we've gone in our development adventures :)
I would have like some dynamic text that showed when you were near something that could be interacted with that showed its name and the possible actions to take, something like:
O2 Generator
[< Q and E >]
The tutorial was nice, but it was hard to remember everything on a first playthrough, maybe some way to check the tutorial mid-gameplay would be a good band-aid?