"Meteor impacts detected. Life support systems offline. Escape pods launching in 30 seconds..."
– Pegasus II, final transmission
Singularity is an offline game. Press the print button. Read the rules. Cut out the board and tiles. Set a timer, and get ready to save the crew of the Pegasus II.
Singularity is an online game. Press the play button. Place a corridor on the ship. Tap the corridor to rotate it. Press the play button to get the next corridor. Can you rescue the crew of the Pegasus II?
Singularity is a story. Press the play button. Place corridors on the ship. Rescue the crew one at a time. After each rescue, press the help button to reveal the fate of the Pegasus II.
Singularity was built for js13kGames 2018.
Singularity started out as a digital version of Escape Pod One by Stephanie Bryant. The sound effects are based on tritone paradoxes, something I learned about from Primrose by Jason Rohrer.
The game mechanics started as a riff on 30 Rails by Julian Anstey. But I couldn't fit an 8x8 grid comfortably on a phone screen. Putting the crew quarters on the edges — and limiting their connection points — gave me board that fit on small screens without giving up playable space. Designing the set of corridors as a random draw from a fixed collection, allows for some strategy and planning.
I've always liked the story telling LambdaMu Games did in 4Towers. A handful of quotations combine to form an arc and build a world. I tried to do something similar with Singularity.
The background graphic is Starry Night by Lea Verou. The printer graphic was inspired by a SVG printer icon by Tomas Knopp. Graphics for the meteors, escape pods, crew quarters, and corridors are my designs.
npm install
npm run watch
open ./public/index.html
Singularity is protected under a Creative Commons Attribution 4.0 International License.