This is the demo of my latest game: Oust. It has the first 12 asteroids of the full game and a final 13th one, unique to the demo.
Fly your ship within the hollow asteroids of Pica (Corvus in the full game) to retrieve precious, glowing Clystron orbs and yellow jump-suited prisoners. Deliver them to green transmitters that will beam them away to safety.
Destroy the security systems that seem to have spun out of control and search for the keycards needed to access deeper areas beyond your insertion point.
Controls
The full game is uploaded on itch now:
https://drake-blue.itch.io/oust


OustEd (Level Editor) is also now available on itch.io. Extra levels on their way.
A dev breakdown, including some of my more nasty token-saving tricks, is here: https://drakeblue.com/how_to_oust
v1.1.0: Rotation sensitivity controls, OustEd editor release, bug fixes.
v1.2.0:
- Bug fix when disembarking prisoners at transmitter
- Some of the asteroids are improved a bit with the addition of fences, which should stop the prisoners getting "stuck" and un-rescuable quite so easily.
- Also to this purpose, if you shoot a prisoner they are now zapped back into their prison after a delay so that you no longer have to exit and return to the asteroid to try rescuing a stuck prisoner again.
- Flight training starts the ship with some fuel missing so that practicing refuelling at the beginning actually shows something happening
- Other small tweaks to make asteroids a little more fair and fix typos
I am sorry but I couldn't rescue any prisoners and defeat the regime... The Revolution gave me a spaceship that handles like it was meant to be piloted on meth. The kind of ship that makes a full 360 degree turn when you press button for 1 second. Unless we are able to create a more practical fighter, the Resistance is doomed.
Wow, I have to say that this is a pretty good game, just judging from the demo alone. I've played through the demo twice now and have a screenshot of my second run below. Definitely worth the $2 in my opinion!
Amazing game! I don't understand why prisioners are suicidal (unless there's something I'm missing they seem to jump off cliffs right after being liberated) but this is exactly my kind of game... Handling is a bit hard but I can get used to it... I'll be checking out the full game for sure!
Thank you for all the kind words.
Apologies for going a bit AWOL recently, I'm hoping to be back a bit more now.
Later asteroids require the prisoners to follow the ship to where they can be rescued and I've added a method to calibrate the rotation controls a bit.
@Kaius That's a very impressive run-through! I don't think I've beaten it for time or rating myself (at least not without hax). Thanks for playing :)
Dunno if this is helpful at all, but I encountered this error playing on-site, during the Rescue Simulation~
Ah, that's not good, but thanks for telling me. I reproduced that just now and it's very like a bug I fixed for the new version I've been prepping anyway (and I couldn't break that version there just now). I need to do a bit more testing n general and then I'll upload it.
New version 1.2.0 uploaded now.
Some token optimisation has allowed a few changes:
- Bug fix when disembarking prisoners at transmitter
- Some of the asteroids are improved a bit with the addition of fences, which should stop the prisoners getting "stuck" and un-rescuable quite so easily.
- Also to this purpose, if you shoot a prisoner they are now zapped back into their prison after a delay so that you no longer have to exit and return to the asteroid to try rescuing a stuck prisoner again.
- Flight training starts the ship with some fuel missing so that practicing refuelling at the beginning actually shows something happening
- Other small tweaks to make asteroids a little more fair and fix typos
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