A downloadable game for Windows, macOS, and Linux

You’re the best pilot in the fleet, so you’re the natural choice for a top-secret mission that requires operating an experimental starship all alone. Surely nothing will go wrong...

PIECE OF SHIP!

COMMAND A BEVY OF SHIP SYSTEMS FROM THE BRIDGE!

MOD YOUR SHIP IN ENGINEERING WHEN THINGS GO SOUTH!

JUGGLE FUSES AND AMMO IN INVERTED GRAVITY!

BRAWL WITH SPACE PIRATES!

made by @acgaudette and @loosegrid (in a week and change) for 7dfps 2022

Controls

RIGHT MOUSE BUTTON (hold!) : grab stuff
LEFT MOUSE BUTTON : throw stuff
SPACE : jump
CONTROL : crouch

Controller is fully supported!

RIGHT TRIGGER (hold!) : grab stuff
RIGHT STICK BUTTON (R3) : throw stuff
LEFT TRIGGER : adjust posture (crouch)
X (PS) / A (XBOX) : jump

PILOT HANDBOOK

AKA 'how stuff actually works'. You probably don't need this -- how long have you had this job, anyway?

THE WARP DRIVE

  • Push the lever to go to warp speed. It's that simple. Unless it's broken. Or uncharged. Or if there's space debris blocking your way.
  • Fixing this thing and warping out of dodge is your highest priority.
  • It won't charge unless it has power.
  • It requires massive power to trigger (once fully charged).

  • This is the warp drive core. Gravity is weird here.
  • That indentation over on the left is the fuse box. You might want to make sure there are fuses in there, otherwise this thing isn't gonna work.

THE THRUSTERS

  • Warping is great for long distance travel, but sometimes you need to get somewhere local.
  • Also, your warp drive isn't going to work unless the ship is in clear space. There are asteroids everywhere!

THE TACTICAL CONSOLE


  • Your point defenses can make short work of most interceptors -- as long as you keep them powered and full of ammunition.
  • If your targeting computer isn't up and running, your defenses won't work -- that needs power too.
  • Want more lasers? Turbo boost your turrets.


  • This is the turret pit. Both of your point defenses are mounted here, on the belly of the ship.
  • You can replace ammo just outside. There should be some spare energy capsules in a crate nearby. Right? That's where we left them, I think.

THE ELECTRICAL ROOM

  • This is the electrical room. It can get messy in here.
  • If a system has unfilled fuse slots, it won't be able to attain maximum power.
  • Most systems operate well at 20 units of power, ''fine'' at 10 units of power, and do terrible things (or nothing at all) when unpowered.
  • Some systems can do exceptional things above 20 units of power.
  • Try not to run out of fuses.


  • You need the chunky yellow fuses for 20 unit fuse slots. If you try to put a small fuse in there, you'll probably blow it.
  • Don't try putting anything other than a fuse in a fuse slot. Just a helpful tip.

THE REACTOR


  • All that stuff sure takes a lot of power. Unfortunately, your reactor isn't quite up to the job, so you'll have to make sure to balance your power draw.
  • Most systems need at least 10 units of power to function.
  • If you request full power from everything, you'll probably just end up underpowering everything -- not good.
  • Don't pull the lever.

THE SHIELDS


  • Incoming laser fire damages your shields.
  • You can recharge your shields, given enough power.
  • If you run out of shield charge, your hull will start taking damage... which can't be repaired. So keep your shields up.

THE REST

  • Remember that you need oxygen to live. That's why we made sure it's definitely not possible to disable life support!

Download

Download
piece_of_ship!_v0.6_win.zip 59 MB
Download
piece_of_ship!_v0.6_macos.app.zip 70 MB
Download
piece_of_ship!_v0.6_lin.zip 69 MB

Development log

Comments

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(1 edit)

I met one of you last Thursday and played a version of this game. I just beat it after about 15 attempts or so, and it was extremely fun! There's definitely a steep learning curve, but I enjoyed the process of slowly learning what the different numbers meant and experimenting with different strategies each run. Every time I died, I felt a little closer to winning.

Here's my thoughts (spoilers ahead):

  • Boosting the reactor was the most exciting mechanic of the game for me, because I had to plan the timing of each of my tasks around being able to get back to the engine room before it explodes. The rising sound effect got my heart pumping. However, this crucial mechanic is ostensibly discouraged in the game description: "Don't pull the lever". I understand that this is written from the perspective of the pilot handbook, but it's super misleading.
  • My ultimately successful strategy was to start by rushing Thrusters with 30 power to get to clear space before doing anything else. Meanwhile, I feathered my life support and the reactor while bringing fuses to the warp drive. Once in clear space, I diverted all non-defensive power to the warp drive.
  • The recharge rate of shields doesn't feel worthwhile. I found it better to power Thrusters and Weapons to spend less time under attack than to try to heal from attacks.
  • I never figured out what the wrench was for (if anything)
  • I never had to enter the turret room. It's cool, but since I can't aim the turrets, going inside is a waste of precious time.
  • During my final run, I only had to reload one turret once. That seems weird considering how many ammo capsules we're given.
  • It seems impossible to recover from a reactor explosion. Having the fuses break makes sense, but suffering reduced power for several seconds is brutal. If you want the penalty to be that severe, you might as well kill the player.
  • There's a lot of info on the Tactical Console that didn't seem relevant to me. It was cool to look at (like pirate hull integrity), but it didn't affect my strategy much.
  • Labelled doorways would be extremely helpful, especially while learning.
  • The victory sequence is pretty anticlimactic (which is completely understandable for a jam game), but I felt satisfied anyways.
  • You mentioned to me that you want the player to feel like Han Solo. I think you nailed that. Occasionally falling over, although frustrating, really added to the fantasy and excitement.

I love this game, which is why I took the time to write all these points out. I don't know what your plans are for this project, but I hope to see more, and would absolutely love to help test any future versions.

(+1)

15 attempts! That's amazing dedication, thanks so much for checking it out! This is good feedback, I wish we had had more time to balance things. Now I'm tempted to go back and try to rebalance but I should probably work on the new version you saw instead.

I'm most surprised to hear that we nailed the Han Solo feeling and that tripping added something positive. Can't wait to hear your thoughts on the next one, I hope the new direction still works as well as this did!

Extremely good game, the tutorial in the game description is amazing (especially because it has pictures), the graphics are good, the gameplay is sensational and exciting. However, I can't say that while I was playing I didn't encounter any problems:

1) The game is quite difficult, especially since you also have to be fast. I tried to be as good as possible (I replayed the game 5 times) and I didn't manage to progress any further. I still had about 900 km to finish, but I still didn't make it. I fed everything, I was careful about consumption and I still didn't succeed.

2)The UI is non-existent if you want to leave the game. Even when you start the game or die, you can't leave without closing the game from TaskManager.

The game is cool and maybe I don't know how to play it, but maybe there will be other players who are in the same situation as me. 


Good job anyway !!! :)