System Surge: 48 Hours of Controlled Chaos
I pivoted early. The original concept—running a space toll booth near a wormhole—was quirky, but dead on arrival in practice. It screamed over-scope. Within a few hours, I shifted to something tighter: astronauts working to stabilize a glitching system. I aimed to capture tension and urgency in a crisis. Even this proved to be too much for what little time I had.
Visuals sell the tone. A dark space backdrop and drifting stars create a sense of isolation. Angular, sterile station tiles reinforce the system’s cold, artificial nature. It’s the best I could do with the time I had. It works.
Web build gave me hell. Surface resizing, subpixel rendering, and canvas scaling all behaved differently in-browser. The web version looks worse than the Windows build—jittery pixels, blurry shaders. I lost hours trying to clean it up, but some issues remain:
Sound. I used AI voice synthesis to create comms reactions, then chopped them up in FL Studio with filters and delay for a distant-radio feel. It adds tension without needing full VO.
Pathfinding headaches. Workers occasionally got stuck or spun in place. It took more time than I wanted to fix this.
It’s a prototype. Things will break. The pacing isn’t balanced. But it has a purpose, identity, and potential.
System Surge
Stabilize the Systems.
Status | Prototype |
Author | Indie_Pep |
Genre | Simulation |
Tags | GameMaker, Idle, Management, Pixel Art, Space |
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