Grounded in Space borrows a lot of flavor and style from the
Heinlein juveniles, particularly the ones like Farmer in the
Sky. The hero, a strapping young lad who is also a skilled
engineer with a distressing disregard for human life, endangers people
he cares about and is thus condemned to death by his primary
caregivers. (As in all young-adult tales, adults are only there to be
meddlesome villains, to get their priorities all wrong, and to
generally be in the way of our teenaged or preteen heroes, who are
maybe a little impulsive but ultimately Know Better.)
So you get to maybe not die, thanks to your aforementioned
engineering skills, and you get to save the day and impress the girl
next door thanks to your aforementioned disregard for human
life. Hooray! A wholesome learning experience for all involved,
assuming your disregard for human life didn't actually get anyone
killed. Then they kind of lose out, but they were just stubborn
grownups anyway.
This sounds a little dismissive, but I don't really mean it that
way; it's just that, well, this is every inch a story in the tradition
of the classic SF boy's adventure stories, and you would do well to
get into that headspace first before you start
playing. Fortunately, the writing is clean and energetic enough to
carry the mood throughout.
The gameplay, however, didn't quite measure up to the
writing. There were three basic modes you were in at any given time:
linearly following a fairly strict script, solving the kinds of
puzzles you find in brainteaser books, and lastly, timed crisis
situations that involve taking tactical advantage of everything at
your disposal (which the linear sections handily introduced you
to).
The third part was excellent, and the first was well-enough written
to keep me engaged (and it familiarized me with the systems I needed
to know later). The second part, however, was a hackneyed geometry
puzzle that was still impossibly finicky even after you'd solved it on
paper. I also found the question poorly posed; I was over halfway
through a solution that didn't work before the reason it wouldn't work
became clear, and it was something that the protagonist was, I think,
supposed to be immediately aware of.
So, that was somewhat annoying. Also, the phrasing for the solution
I found to the ultimate crisis (which also turned out to be the one in
the walkthrough, happily enough) had impossibly finicky phrasing, and
required referring to one of the mining probes as a "station" -
something I don't recall it ever referred to as on the text. This
either should have been made more flexible, or we should have gotten
to do stuff with the station before the first crisis hit.
So yes, this could use a little polishing, and it's short, and some
people don't like Heinlein-style boys adventure stories, but this is
well-crafted and hits its mark.