epono 2017-08-03 16:43
Seems that you put a lot of work into it, but you should have a detailed tutorial, it's way to hard to understand by my own (or maybe i'm just stupid 🤔)
Foon → Ludum Dare Explorer → LD39 → Clone Colony
By tmpxyz
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 478 | 3.28 | 55 | |
| Fun | 614 | 2.84 | 55 | |
| Innovation | 481 | 2.96 | 55 | |
| Theme | 731 | 2.86 | 55 |
Seems that you put a lot of work into it, but you should have a detailed tutorial, it's way to hard to understand by my own (or maybe i'm just stupid 🤔)
I had a lot of fun playing this, but I agree that this could have a tutorial. The overall gameplay was really fun and a cool idea. You should be proud. Good Job
For some reason the game don't want to unzip. I didn't have this issue with other games. If you can verify the issue I could come back again later and rate.
Nice game, good entry! I think a complete tutorial would have been great as there is a LOOOOT of actions that can be performed which led me to be a bit overwhelmed at first. The music is nice and I liked the graphics too. Keep it up!
Very good job!!!!
I were demolished a couple of times by hive. But I was happy with game mechanics) I think balance needed an adjustment, but it is a great entry!
:metal: **Overall: 5**
Like others have said, a tool tip is nice, but a tutorial for this level of complexity is a necessity. I didn't know what the purpose of anything was and didn't understand why things were happening. My units were dying on their own due to lack of resources I guess?
There is a lot of potential in here. Maybe add a document to your game's post so we can try again?
The models are real cute and the outline shader is a good touch but dang it was complicated to play and my rush strategy did not work out :)
why i can't rate graphics
graphics are the best part of this game
well gameplay also was fun
but graphics are the best part of this indie experience
Super nice game. The mechanics are interesting even if a bit overwhelming at start. The clones with various stats are a nice feature but I did a few quit and restart to have nice starting clones. I don't mind games being hard, but here the difficulty curve seems to mark a right angle when the first hive wave kicks in.
Bug: elite ennemy falls under the ground, they are invisible and you loose your APs if you don't perform the attack action on their hitbox.
Great work, I may come back at it.
Wow, great job! Seems like you put a lot of effort into this. I appreciate the added tutorial screens. Without that the game would've been really hard to grasp. Nice work!
I tried downloading the game and extracting it, but the file is not working. I can't extract it, and I've tried both the post ld, and the normal one, both seem to be corrupted.
Here is some of the error log if it helps you (The whole thing didn't fit). Don't know if it does...
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony.exe ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\globalgamemanagers ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\globalgamemanagers.assets ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\level0 ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\level0.resS ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\level1 ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\level1.resS ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\Assembly-CSharp-firstpass.dll ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\Assembly-CSharp.dll ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\Assembly-UnityScript.dll ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\BasePlugin.dll ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\Boo.Lang.dll ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\DOTween.dll ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\DOTween43.dll ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\DOTween46.dll ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\DOTween50.dll ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\MonitorComponents.dll ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\Mono.Data.Tds.dll ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\Mono.Security.dll ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\mscorlib.dll ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\Newtonsoft.Json.dll ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\SkelePlugin.dll ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\System.Core.dll ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\System.Data.dll ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\System.dll ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\System.Transactions.dll ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\System.Xml.dll ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\UnityEngine.dll ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\UnityEngine.dll.mdb ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\UnityEngine.Networking.dll ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\UnityEngine.Timeline.dll ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\UnityEngine.UI.dll ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\UnityScript.Lang.dll ! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Mono\EmbedRuntime\mono.dll
@jason200101 Ah, I see, I'm using 7zip to highly compress/decompress it, it seems that the windows built-in unzip cannot handle the zip-pack under that algorithm, I've uploaded a new version to replace that. Thanks for reporting :smile:
Good game, love the strategy!
Wow, really complex! In my opinion there are almost too many options for a jam game. Because of the sheer number of games you just don't have enough time to explore the full depth offered here.
This is very impressive though!
Very nice game! The graphics look nice, the gameplay is solid, there is a lot of containt in this game, lots of different options, and the strategy involved is great!
Really liked it! Well done!
That was a neat little game! I like the basebuilding concept, it gave me a Civ sort of feel. For being put together in a jam though, that was an awesome game you should be very proud of the work you got done!! Keep up the great work!! :)
i am impressed, such a complex and complete gameplay and you work alone! i think most of the people didn't get much time, because in a game jam, we just give a couple of minutes to each game, but i hope they give the time to play your game for a while for a complete experience! :thumbsup:
Wow, you have all the makings of a 4x game here. I agree with the above, you might not have been given the playtime you deserve but I thought the gameplay was pretty addictive (I tend to like 4x games). For a one man team, you have a good amount of polish despite the amount of core systems work you did. I went in expecting a buggy UI among other things but I thought it was easy enough to use and play.
Nice uppdate, I've been able to get a little further this time. Game is still hard and it seems we don't have time to play with every mechanics each time, which is good (I tend to build chips a lot, but not so much weapons).
-I'm still quitting and restarting game to have good clones stats, and I feel it is mandatory since a weakness in one field would set up for a very short game, so a restart button could be nice.
-Power is always the limiting resource (which fits the theme indeed), while I'm stockpiling minerals. Maybe there could be a generator room where we can convert minerals into power.
-Enemies hit hard, and them being able to play right after spawning make going for the hive a suicidal mission. And we don't have ways to improve clones health, so they're set to die. It could be a feature, idk, just pointing out.
-AI seems to play randomly sometimes, not many times, but that's still strange go back-and-forth or that genre of plays...
-Rooms die in one hit, regardless of enemy strength and shield HP.
-Range isn't limited, you can pick which enemy you want regardless of the range stat.
-Maybe putting different colors on higher tier enemies woul make the board clearer to read. Also I would really appreciate to be able to change clone outfits to fit the role I'm giving them, even if at the moment I didn't manage to have enough of them for it to be a problem.
Hi, @raaaahman, Thanks for the detailed feedback,
> -Power is always the limiting resource (which fits the theme indeed), while I’m stockpiling minerals. Maybe there could be a generator room where we can convert minerals into power.
In the original design there is a merchant in the command (as you can see the second slot in command center is gray-out), it's supposed to provide convert between resource and sell chips & weapons, the price is dependent on the clone's bargain attribute, basically a (6 - bargain_skill) mineral -> 1 power ratio. Well the bargain attribute is still there, but the trade mechanism is not implemented yet.
> Enemies hit hard, and them being able to play right after spawning make going for the hive a suicidal mission. And we don’t have ways to improve clones health, so they’re set to die.
Ah, you make a good point here, indeed my original idea is to make players to push forward with (base + barrier) combination. But the kamikaze enemy is not a good idea, should fix it.
> Rooms die in one hit, regardless of enemy strength and shield HP. > Range isn’t limited, you can pick which enemy you want regardless of the range stat.
Might be bug, I will check & fix them.
The game was fun and quite addictive :) It was a bit hard for me, only ever managed to kill one hive before getting killed/overrun :(
You really need to get into the meat of things before starting this one. I truthfully didn't manage to get very far, so i couldn't check up on all the content that's present in the game.
Does the machine-gun intentionally do nothing when the base where its installed gets destroyed? It was just floating there xD
I find the icons to be a little close, maybe having some color would help discern between them more easily too.
The graphics are nice and the music works really well too. Also like that there's another track for then the action is getting heavier.
The mining felt rather tedious though to be honest, you have to spend soo many points before getting just a few ressources.
All in all, full of content. Was fun trying it out :)
* Fixed a bug of hitting out-of-reach enemy; * Lower the AP cost for some work; * Raise the clone headcount limit * Give players some chips & weapons at the start; * Lower the enemy attack in the 2nd & 3rd waves;
>In the original design there is a merchant in the command (as you can see the second slot in command center is gray-out), it’s supposed to provide convert between resource and sell chips & weapons, the price is dependent on the clone’s bargain attribute, basically a (6 - bargain_skill) mineral -> 1 power ratio. Well the bargain attribute is still there, but the trade mechanism is not implemented yet.
Nice idea, I was kinda disappointed each time I got a "merchant" out of the clone factory. Now that I think of it, would it be a good thing that player can choose the "class" of its new clone? Since stats seems related, it could help player build a strategy. But I believe there are better "classes" than other right now, fighter & ninjas seems to never disappoint, where "guys" I never got very lucky with them.
>Ah, you make a good point here, indeed my original idea is to make players to push forward with (base + barrier) combination. But the kamikaze enemy is not a good idea, should fix it.
Oh, I didn't realize that. In fact I didn't build any new rooms as the three clones limit on each one was well enough for my needs, and I always wanted more of the chips/clones/barriers/tesla coil... I don't really know if building new room is expensive or not.
I've added the trade mechanism in the 1.06 update, and player at start has one set of each weapon & each chip.
Now I think the game would be balanced for new players to beat (well, at least after they grab the idea)
I'm a **Strategy Master**?! *Nice to know.*
Played the 1.06 version and it is solid. The simulation is well though out. There are loads of actions, but all have a purpose. The same goes for stats, no fluff there. Each action has a direct effect in the world making it clear what they do and how. The only actions lacking feedback at the moment are those building something over multiple turns. The current project and its progress aren't indicated anywhere by the looks of it.
Now there is a big'ish problem though. It UI is slow to use. It took me 66 days, nearly 2 hours in realtime, to finish the 6 enemy bases. The slowness can be attributed to a few aspects of the UI:
* There is no way to quickly see which clones have AP left. You need to go through them all one at a time, if you forget who has already finished working this turn. * Clones often times end up with 1 or 2 AP which they simply cannot use. It would be nice if actions like mining and searching could be used with less AP for worse results. This would speed up resource gathering and as such speed up the whole experience. * No toggle actions. If I want one of my clones to simply stay put farming food, I still have to go click their farm action button each and every turn. Having certain actions, like farming, being a toggle switch instead would be much more pleasant. If I want the farmer to stop farming, that is when I have to click again. Otherwise they automatically farm when the turn is ended.
It is worth pointing out that, despite the slowness, playing is exciting. I only lost two clones, one to hunger early own and the other a civilian casualty in battle, yet there was always a sense of dread in the air when more and bigger enemies started spawning in.
Great work! There is even room for expansion here, so hopefully you keep working on this (or similar projects in the future).
This was a really fun game! Really complex and interesting, and you made it alone, wow. Cool graphics, and the addition of a tutorial was spot on, as I'm not so good with these type of games :P Overall amazing work, and put together alone, congratulations!
Really fun game it gives you a challenge in its complexity.
Fun game, the graphics and sound were nice.
Nice visuals and gameplay! Maybe you should make the player learn step by step instead of a big browsable tutorial... but once you get the gameplay the game feels pretty nice and well planned. Good job! :)
Pretty neat game! The graphics are nice as the music, the gameplay is fun too. Good job!