Do You Remember Earth?

As a one man team I didn't really get the time to turn this into a game with any game mechanics, so I'll talk about what I did do and the grand concept overall. Procedural generation appeals to me very much because it is quite literally the type of development that allured me to developing games to begin with: the ability to create new worlds. I had kind of been itching to do procedural generation regardless of what the theme ended up being - but was thankful that I was able to come up with an idea that didn't seem too shoehorned to fit the theme. I'm big into sci-fi so when I think of home I think of what home is to the human race - our planet Earth. When that concept is combined with my tendency to want to work on projects that are way out of scope, I naturally decided to see how hard it would be to procedurally generate entire galaxies. So that's what I did, and it's all I ended up having time for. There's a lot I still want to do with this. The grand concept was that the player would wake up lost in the far corners of our galaxy - a great deal of time would have passed (to the tune of about 10,000 years) and the player would be given a lot of incentive in the plot to try and relocate Earth (whose location has been lost in the intervening time and is a place no alien you meet will have likely heard of). In a galaxy of anywhere from 5k to 10k stars (doing anything greater in PICO-8 hits the memory limit unless I do some more optimization work), it'd take a while to manually search every star system. Exploration and as-of-yet-undetermined game mechanics would have triggered plot events that would either give you information or grant you access to technologies that would have significantly helped in narrowing down the possible candidate star systems. As of now, all you have is the galaxy generation itself, and two possible views that allows you to either view the entire galaxy at once or be able to select individual stars and read information about them.
Jam Site: 
Jam year: 
2019
Diversifiers: 
Keep it simple
Assetless
Platforms: 
MS Windows, Mac OS X, Linux / Unix
Technology Notes: 
This was made using the PICO-8 fantasy console. Controls: Arrow keys, Z, and X Any of these keys will cycle through intro text Arrow keys move finders around in the map views Z to press enter on menu buttons X button switches between large and small map view.
Credits: 

Cameron Gazey (one man team)

Executable: 

Team