sarah 2017-07-31 19:24
I like the graphics and the style of the game :) I do love these types of games, but it's a bit harder to plan without knowing how far along in the day we are. Otherwise I really liked it, good job!
Foon → Ludum Dare Explorer → LD39 → Power Rancher
By seanw
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 340 | 3.30 | 25 | |
| Fun | 466 | 2.86 | 24 | |
| Innovation | 391 | 2.95 | 25 | |
| Theme | 152 | 3.82 | 25 | |
| Graphics | 86 | 3.95 | 25 | |
| Audio | 64 | 3.69 | 25 | |
| Humor | 242 | 2.61 | 20 | |
| Mood | 149 | 3.40 | 22 |
I like the graphics and the style of the game :) I do love these types of games, but it's a bit harder to plan without knowing how far along in the day we are. Otherwise I really liked it, good job!
Go go Power Ranchers! (Ugh sorry for the bad joke)
That is a good concept for a farming game, good job! There are couple of things I want to mention if you don't mind :0)
- There was no need for a walking player I suppose, game can be player only using UI and keys. - How many U needed for the day could be indicated on the screen as well. - Rather than ending the game, low production could be punished by a fee.
I liked the game overall. Nice artistic style. I would say make the window size fit more of the overall area and maybe lock off the bounds. I was able to go pretty far off the screen, but really that is nitpicky. Good game!
Neat game you got there. The music only played once then stopped though.
It had great music and graphics, was funny at times, and had a fitting mood, but it wasn't very fun, innovative and it didn't really fit the theme, only the background info did. Also, two of the complaints I have is that the person only faces one direction, and the dirt patches had MUCH bigger collision boxes than sprites.
The music and the graphics are lovely!
I'm usure if I'm doing something wrong, but I found it very difficult to sell enough energy to be able to buy enough things for the growing demand right from the start.
Nice music and setting! I think it should be mouse-only without the guy moving. Also I would like the ability to sell the generators, and not just remove them with a click. :-)
PS lime.ndll is for -Dnext AFAIK, so you don't need both *ndll.
Nice idea and graphics, but gameplay is really slow. You need to speed it up a bit and it will be really cool game!
Great game, though I don't think I'm very good at it. My best was only day 5. I enjoyed the art and audio, and the descriptions for the different power sources were a nice touch. Great job!
I did find myself playing your game a few times... it was nice. I did walk around a bit and didn't really find anything... am I missing something there? Buying/selling/destroying was fun, although I'm not great at these games, but I did manage to get to Day 2!
Fun game. Seems simple on the outside, but once you get into it you realize it's a bit more complex :)
It's a nice looking game, and definitely has some polish in it, however it seems it wasn't playtested. It's literally impossible to get past day 4. No matter what you buy, in what combinations, you'll always run out of energy because the energy requirement grows exponentially (10,20,40,80,160 etc), by day 5 it already asks you to give 160 units of power which you cannot deliver in a single day without buying the most expensive . Ff this got fixed and the power was increades linearly (10, 20, 30, 40, etc), it could have created a very nice gather-wait-improve loop.
As Spliter said, It seems impossible to beat day 6.
The fundamental problem is most of the items are just plan worse then the second windmill. At the start, with the default $500, I can buy two "slightly newer" windmills, which gives me the most power output compared to every other combination at the start (Technically, I could buy 12 camper generators, but since we're limited to 6 plots, that's out the window). Since you need to have x amount power each day, and selling power gives you very little money, you just never really make a profit to buy another generator without running the risk of not making enough power, meaning you can never buy anything better then the second windmill (meaning the 3rd windmill and 3rd generator are impossible to get).
The batteries end up being useless. The second and third batteries actually give you less power per dollar then the $10 battery, and amount of power the $10 battery gives is less then you'd make selling the 10 units of power (Since 5 units is roughly $3 at the max, you end up spending $10 for $8 or less power).
At $3 for 5 units, the windmill takes roughly 695 seconds, or about 7 in game days, to make a profit, but the city takes out $630 in power by day 5 (minus some money the city gives back). Meaning, you never actually turn a profit from the starting $500 dollars.
Sadly, unless I'm missing something, this means the game is quite broken. But the music really adds to the relaxing nature of the game, and the sprite work was really quite well made and animated. I do wish the game ran in the background though, as it feels like the sort of game that should.
Nice little game. I like the art style, though it never seems like you can ever advance in the game, it just seems like you just barely squeak by.
Nice game. As others have mentioned, I don't think there's any way to get past day 4 though... If the cost/demand curve was adjusted a bit more, I think this could be pretty good.
Nice game, although the music doesn't loop. You should also get rid of the "mood" category. I also agree with the complaints about the balance.
Graphics: The game has a bright and cartoony feel to it, and sports animations that are both bright and bouncy.
Audio: The single track this game sports is pleasing to the ears, and it is fitting to a relaxing farming simulator.
Humor: Each item's description boasts a tame lighthearted humor, which is fitting to the graphics.
Mood: The graphics, audio, and humor work well together.
Theme / Innovation: The game utilizes the theme well, albeit not in the most original (nor the most well executed) way.
Fun: The game doesn't seem to have been playtested. The exponential growth of the daily energy requirement makes the game impossible. The exchange rate for energy to money is way too low, as is the money that the city gives you at the end of each day. Due to these factors, the player cannot reliably make their initial $500 back. Ultimately, the game has a very limited fun factor due to being both slow and impossible.
Overall: While the game may boast good graphics and audio, its fun factor does not match.
Great work with the graphics and music. I was watching your stream and I think time management was your biggest crunch. You got a lot done in the last few hours though, it just wasn't enough time to do the playtesting needed for this style of game I think. Seems like you've learned a lot from this one though. See you next time!
Decent polish but as others said, there are some balancing issues with what is most optimal. My first play through was severely stunted as I bought a few windmills and never actually placed them, but still lost the money without realising, a little confusing. It would've been nice to see the daily target too, as sometimes I clicked too fast and missed it.
Graphics and sounds were very solid, I loved the simplicity and how everything felt alive with their animations.