lereveur 2017-04-25 02:14
I corrected some bugs, misspelled words and typos. Now I can sleep.
Foon → Ludum Dare Explorer → LD38 → Enlarge your planet !
By lereveur
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 729 | 2.57 | 23 | |
| Fun | 746 | 2.20 | 22 | |
| Innovation | 438 | 3.00 | 21 | |
| Theme | 173 | 3.80 | 22 | |
| Graphics | 696 | 2.28 | 23 | |
| Humor | 322 | 2.77 | 20 | |
| Mood | 733 | 2.16 | 20 |
I corrected some bugs, misspelled words and typos. Now I can sleep.
I like the concept, but was confused about what I was supposed to be doing and how each part contributed to the planet getting bigger. Improving the win-condition explanation, and game-play explanation would greatly improve this game.
First, thank you to have takken time to play it. :) Each pump have a given % of increasing per second. This % is very low, but each filter improve it a little, each condenser improve the filter improvment and each collector improve the condenser improvment of filter improvment. All of them cost some resource, and you gain resource by increasing the planet size. The goal is to get close to 100% but not reach 100%. The closer you get, and the more resource left, the more you score.
I do like the idea, though it is not that clear exactly how much of a change each of the features (pumps, filters, etc) make. A bit more UI detail may have helped with that. Got a score of 454623 anyhow, no idea if that's good or bad.
Was able to get to 99.771% with a score of 532905. It's an interesting modifier on the idle clicker, since if it's going too fast or if you're not paying attention, your planet will explode and you will lose. Some things could use better feedback though, like knowing how much each thing cost and maybe warnings when you get close to 100%. Could be an interesting subversion of people's expectations of idle clickers now and designing against those expectations.
Thank you again for playing and your interesting feedbacks ! I had more ideas when this concept came to me, and I probably would have implemented thus if I had this idea sooner. However, the lack of information about cost and quantified effect by element was an intended purpose, I have think that guessing it by playing was more intersting that just optimize score by counting what you read. That said, here's the numbers behind the game:
* Pumps: cost 1, each one grant a base rate of +0.005% per second * Filters: cost 40, each one adds 1% efficiency to each pump (so with 100 filters each pump gives +0.01% per second = 0.005 +100% efficiency) * Condensers: cost 100, each one adds 20% efficiency to each filter (so with 15 condensers you only need 25 filters to grant +0.01% per second on pumps) * Collectors: cost 500, each one adds 200% efficiency to each condenser (so with 2 collectors, you only need 4 condensers and 20 filters to grant +0.01% per second by pump)
For 1% gain in size, you get 90 resources. Final score is 1111111 x (resources/10000)² x size, so the maximum score is 1109056, but it would take 5h33m19s to do, and you must be there to stop the game at the very last second… ^^
@aeveis : I'm not very good at making games, I love programming but have just few understanding of common games mechanics (something like pathfinders, basic IA, …), so each time I'm in LD, I try to take a very simple concept, and add to it something a little different (for example, my first LD was a slidding puzzle, but the pieces can be slidded from a border to the opposite one).
as it was said, could use more explanation of effects applied and also winning condition
I am a fan of idle games, and this was an interesting anti-idle twist on one that actually suits LD very well. It was right on with the theme. I would propose that high score instead of being purely based on closeness (which encourages enormous patience), be both a factor of closeness and time so that a player that optimizes the efficiency, then perfectly executes a difficult stop gets rewarded big. Regardless, it was still a fun, fresh idea. Good work!
Agreed with @peachtreeoath
If the best way to win the game is to play it the least and beeing patient, there is not a lot of interest to play it, and 0 interest in playing it again. Maybe decrease % with a huge amount of resources can be a good way to provide more control for the player.
However, interesting game by his concept. I did 788989 with 99.506%.
i love this game, but I couldn't figure out how to win. Nice Job!
I like the idea of this -- it's an interesting take on global warming except it's more like global sizing? Losing was fun and strangely satisfying: watching the earth get larger and larger made me want to see what would happen. Screen Shot 2017-05-14 at 2.24.46 PM.png
Interesting concept but what it boil down to is a test of patients, with minimal interaction. Some more interaction or choices would have been very welcome, and could have helped make it more of just a game of patients. It could also use some more information on what the prices and effect of the different things is. It's a fine little experience but could use a more enlarged concept.
The introduction of this game is hilarious but as others pointed out it lacked a clear stating of the games goal. The graphics are very simple and could be improved. I managed to get a score of 320584 somehow and now I'm proud of my planets SIZE. :rofl:
I like the Game it was fun.Next time maybe spend some more time on graphics. Also maybe you are able to rate my game aswell. I need a few vots for a rank.
Nice idea, I like the planet artwork, it has an old-school almost 3D kind of feel. It feels like it is mostly a test of how long do you want to wait for your planet to grow in size, since building more than 1 probe seems to just make it harder to execute a perfect stop; on the upside, you don't have to wait as long to stop the planet growth.
Pretty cool idea. I was confused what to do at first, but then I figured it out.
Hopefully your internet starts working again, and great job on the game!
Cool concept, but as others have said the main issue is that it's not clear what the different objects do, so some sort of mouseover info panel or displaying the rate change when you buy something might help there. Intentionally not having that information is a cool idea but I'm not sure how to make that more fun in the context of the game. Still pretty fun to try to stop it at the last second though. My high score was 94584. Nice work!
Cool concept like other have said but I do have to say that it was unclear what to do. Only after reading your comments did I realize how everything works. But with clearer instructions and some more polish, like music, it would be a really awesome game! Awesome work regardless and I know how it feels to not have enough time (I also did not have enough time for my game) so good luck and I hope you get more time next Ludum Dare. :smiley:
A very cute idea for the game! However, the game lack hints so the player could properly understand the inner working of pumps, filters etc.
I exploded my planet once but did not feel very compelled to try again. PeachTreeOath made a good suggestion.
This played like a very slow clicker game. I got a bit impatient at the end and forgot to keep an eye on the size meter. BOOM! :P I tried one more time with the same result. Excellent fit for the theme I must say. Well done!
I liked the title screen and got excited for the game, but then I didn't know what to do after. It seems to have some good good mechanics behind it, but they feel obscured by the unclear goal. It has great potential! Good job!