A game where the player, as an AI inside a computer of a colony spaceship, have the task to decide when and why is a good idea to spend it's ship energy, taking into consideration the nature and intentions on these situations and advices.


Each decision the player makes saves or spend the ship's energy and modify the moral and storyline over the crew aboard the spaceship.


The final goal is to make good decisions to make it until the new planet humans want to colonize, without (much) incidents. But it's all about the journey and every kind of endings and tribulations the player may find.


Get on board and don't let the energy run out!


[!!!SPOILER WARNING!!!]
So, if you already played the game, maybe you have noticed it basically runs with 3 attributes, being one of them the visible Energy meter and two other hidden values, *Hope* and *Chaos*. This other two keep going up and down following the player's answers, sometimes both changes, sometimes only one, depending on the answer, but one of them always changes.
Here are the endings list, as "achievements titles", and how to achieve them. 

Good luck!

*BASIC ENDINGS*
New Home - Survive until a certain number of turns.
Powerless - Just let energy run out.

*MID-GAME ENDINGS*
Spoiled Humans - Keep the Hope attribute at 100% for 4 consecutive turns.
Hopeless Humans - Keep the Hope attribute at 0% for 3 consecutive turns.
Rage Quit - Keep the Chaos attribute at 100% for 4 consecutive turns.

*QUESTION/ANSWER DEPENDENT ENDINGS
Cold BOB - Let people be sacrificed and keep the Chaos attribute at 100% for 4 consecutive turns.
Mad Captain - Accept Captain to take command of the ship for a while and keep Energy around 0%~20% and Chaos around 70%~90% for 4 consecutive turns.
Greater Evil - Accept the Alien refugees in the ship and keep the Chaos attribute at 100% for 4 consecutive turns.
Defective Ship - Deny avoiding the asteroid belt, then deny fixing the hull with the machinery and keep Energy around - 0%~20% and around 70%~90% for 4 consecutive turns.
Sick to Death - Accept funding the Doc experiments, then deny the Kid's demand on keeping the lights on, and let the energy runs out.

Updated 27 days ago
StatusReleased
PlatformsWindows, Android, HTML5
Rating
(2)
AuthorPhyro
GenreSimulation
Made withUnity
TagsLudum Dare 44
LinksLudum Dare

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Bob - Windows 18 MB
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Bob - Android 25 MB

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Que arte linda :3 

(1 edit)

You are working a very cool concept here! Can't help but wonder if it was somewhat inspired by HAL.

Look, we are a small team of translators trying to get our foot in the door regarding game localizations. We'd love to work with you to bring this game home to portuguese-speaking audiences! And have some fun along the way too :P

If you are interested there's more info about us in our profile, check it out. Keep the good games coming!

jacksepticeye vibe anyone??

Nice

(1 edit)

I liked your game, especially the concept of making decisions with certain positives and negatives, but there's definitely some room for improvements as well if you decide to work on this at all after the GameJam. Mainly, the English could be substantially improved, and there are some oddities such as the battery draining while waiting to make a decision (or perhaps that's intentional)?

The draining energy is definetly intentional, the people and the travel demands energy, even if you don't take any decisions.

And about the english grammar and spelling, we're from Brazil so English isn't our native language, we're looking into it to fix as soon as possible, since it doesn't alter any mechanics and anything "critical" in the game, it seems like a fair fix. 

Thanks for the feedback and we're happy that you liked the game!

Thank you Phyro, very cool.