Ad Astra Per Aspera 7DRL 1.0

Finished Ad Astra Per Aspera (roughly… ‘to the stars through adversary’) which can be downloaded here.

It’s a grid-less spaceship-based game where you just have to keep flying between warp gates for as long as you can. This makes combat useful but not necessary.  You get ship upgrades which change the way you need to play the game and there is a stealth vs scanners system which can be used to fool the enemy and needs to be mastered to survive for too long.

It certainly still has issues but it’s at least playable and fun.

John K,

P.S. It’s Windows only, and I don’t have the ability to compile it on another platform unfortunately. I haven’t released the source out of embarrassment more than anything.

4 thoughts on “Ad Astra Per Aspera 7DRL 1.0”

  1. Looks like you’ll be spoilt for choice this year then, everyone and their dog seems to have written one.

    I blame either FTL or someone from Rogue-like Radio saying ‘their aren’t enough roguelikes set in space’ (or words to that effect). Although it’s probably no bad thing really.

  2. All right, gave it a go. I mostly had a pretty hard time deciphering what was happening, so much so that I wasn’t able to get into the game much. For example, the white text on very light blue and white buttons made it almost impossible to read my equipment selection. I had to just pick the three I could read.

    With regard to the combat, it seemed my weapon had a cooldown, but the cooldown wasn’t displayed anywhere. So I was able to fire it sometimes, but sometimes I wasn’t. The other unusual aspect was the “Click where you really are to resolve position” thing. I wasn’t sure what that was supposed to mean. Shouldn’t the game already know where I really am? Or what does it even mean to “really” be somewhere? Is this more of a philosophical question? Can one “really” be anywhere? I don’t know.

    It seemed to me that the gameplay would have been improved by real-time combat instead of turn-based, to be honest. It was kind of a hybrid between both, but the constant starting and stopping made it feel kinda drab.

    Still, this is one of those projects that I can visualize where the game could be with a few fairly simple changes, particularly to usability, and it could definitely be something solid. Thanks for making it!

  3. That’ll teach me for not getting someone other than myself to play it.

    Cooldown timers and probably trails where ships/projectiles have been would probably have cleared things up a lot.

    The ‘click where you really are’ should have been explained better (like everything else). The idea is that you are near where you are rendered, but not actually there. This wriggle room allows you to ‘teleport’ (by pressing 6), defining slightly more where you actually are (if your enemy gets within scanning range they can get a better fix on your position by forcing a teleport). You only have 5 levels of this (shown by tiny lightning bolts on the scan button for some reason) and you’re supposed to use these to fool the enemy into firing at the wrong position (or even draw them into the wrong place if you have a decent stealth system). [EDIT: Reading this back it still doesn’t look like it makes sense.]
    It was an idea from a wargame I started writing once and maybe it makes more sense in that context (where its hard to have hidden information)… for a computer game I should have just rendered a ghost that gets closer to your actual position as the enemy get closer (or it gets shot).
    That probably has less tactical implications though so maybe I should just try harder to explain it and to find a more intuitive implimentation.

    I was originally thinking about turn based on hexs, I can’t remember why I went for grid-less with an active pause, seemed like a good idea at the time I guess. Hex/turns would have been easier to implement probably.
    Maybe use hexs and turns for movement and orders, and then simulate 1 second (or so) of physics between each turn to resolve attacks, or maybe that’s even more of a mess.

    I do plan on building on it, so the feedback is very helpful 🙂 I’ll probably make a different (slightly more ambitious) game, but build from this foundation.

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