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3 of 3 people found the following review helpful:
The universe: big, cold, hostile, random and ... strategically interesting, December 25, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

There's a lot to explore in Star Tripper, a homage to a sophisticated old phone game, and I don't think two hours was enough to explore it fully. The author knew this, too, but all the same, I was immediately intimidated by starting at sector 99. With a two-hour judging time, my immediate reaction was "oh no, 20 minutes to get acclimated, then maybe one minute to explore each sector?"

That said, it's a well-constructed trading game with a lot of neat bells and whistles, and the procedural generation works. You start with a small ship and look to boost it by learning which planets are where, etc. I found it neat how you could visit a bar and buy drinks and the prices of goods would change, which leads to a lot of game theory based on tracking prices. But the problem from an IFComp setting is that it takes a long time, way more than two hours, to nail things down, and you've already guessed at the strategy, and I was faced with the prospect of, okay, how many sectors do I need to explore before continuing, and how many bars do I need to buy people drinks at? The thing is: you want the game to have surprises, so it doesn't get boring, but with a time limit on playing and an inability to save, you realize you're going to get blindsided. It's fun to get blindsided a bit, of course, but with only two hours, it's impractical.

So I'd like the opportunity to cut out the bit at the start, as the choices don't seem to matter. That might not sit well with the author. The player can just keep rolling for favorable scenarios, e.g. ones with places near the starbase where you start where you can run quick trading routes that don't waste fuel–but on the other hand, you need several tries to really look into things, and it's possible to get bad luck early on, and restarting is frustrating. That and other keyboard shortcuts (beyond being able to hit tab end enter) might go a long way to help people who need to get their feet wet. Also, saving would be nice, especially for a long game. Again, closing a tab inadvertently and not being able to recover was frustrating for me, which on the whole seems more important than preventing save-scumming. I also have some worries, after several replays, that there's a lot of luck involved in finding a good trade route. Getting hit with the same RNG on replay loses a lot of excitement.

So I see there's a lot there, and I'd like to see more, but some of the less important and absorbing features were pushed to the forefront. I'd like to be able to enjoy even more of the cool coding and world-building the author did, but more in the overview sense. Stuff like just being able to buy information quickly after you did so the first time would be a big help (note–sometimes you waste money on beer, because you get thrown out after ordering one drink. I'm okay with that. It's just that sometimes the repetition caused my eyes to glaze over, and I missed vital information.) And then there was the mining sub-game, which was pretty painful on a desktop, even being able to hit TAB a lot.

These are some harsh technical quibbles but I think the author showed they've grown a lot as a game designer and programmer since last IFComp, and shoehorning the game into ChoiceScript is impressive, but ChoiceScript's limitations come through a bit, so it's not as streamlined as it should be. But – in the big picture, I think I see it, and I get it, but I'm too exhausted to look into details. I do, however, wish I'd enjoyed ST's predecessor many years ago, and I feel a sense of loss over that as well as the author requesting ST to be removed from IFComp. ST definitely felt like a bad fit if it wanted to place well, but I'm glad it was there. It does a lot for me technically if not emotionally, though I really would find it most ideal if someone else hacked through to find a win.

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