teekeks 2017-12-04 10:53
The font is quite hard to read that fast due to the too transparent background. Had no idea what I did but it was somehow still fun. "Found wood? nice! I think." Solid game!
Foon → Ludum Dare Explorer → LD40 → Haven
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 337 | 3.38 | 40 | |
| Fun | 460 | 3.00 | 39 | |
| Innovation | 309 | 3.24 | 39 | |
| Theme | 358 | 3.41 | 39 | |
| Graphics | 495 | 2.86 | 39 | |
| Humor | 335 | 2.65 | 37 | |
| Mood | 389 | 2.97 | 38 |
The font is quite hard to read that fast due to the too transparent background. Had no idea what I did but it was somehow still fun. "Found wood? nice! I think." Solid game!
Wow.... This is an incredible feat for 48hrs.
The initial screen was a bit overwhelming, consider breaking it up to guide players through the learning process. I also felt that the pop-ups in the day happened really quick. (I'm not sure if this was by design) I ended up having to skim read and missed some good things. Loved the Lava Lamp joke. Also could have benefitted from some background music, especially to highlight the intentionality of the gameplay speed.
Overall, I'm very impressed.
A very ambitious attempt for a project. I can see what you've tried to do but it's a bit too complicated to be able to play without looking around for everything. I feel it needs some guidance on how to play.
However, the amount you have delivered is impressive and I like the meaningless text as it adds character to the game.
Hey, sorry about it being hard to read, but yes, the overall speed of the events coming in is by design.
As for music, in the end I didn't have time to add audio playing capabilities + compose music by the T-6 hour mark; I didn't feel like sound effects would add too much, either.
As for guidance... I don't know what to say? Make sure you have some people gathering food and try to click on as many events as possible? I don't really know if I should spoil the overarching strategy to the game in the description, but it behaves kinda like a clicker game/dwarf fortress hybrid, I guess?
Intriguing and ambitious. This could go somewhere as it has the makings of a solid game. It felt like the different people had different personalities, and I spent as much time trying to keep them happy as I did putting them to work.
The game feels a bit like Rimworld without people actually walking around, or perhaps a less abstract take on Hammurabi.
Nice. Btw, did you use ImGui?
My gui system is immediate-mode, yes, but I didn't use ocornut's dear imgui (or vurtun's nuklear either). I can't deny some Rimworld inspirations; I've dumped several hundred hours into that game. I had to consciously refrain from calling the people "colonists" in the code :P
I'd like at some point to work on a full spacial town sim kinda thing like Rimworld or DF eventually.
Super hectic, i was frantically clicking all over the place!
this seems like a decent iteration on cookie clickers, decisions worth making mean it can't be done entirely idle but at the same time the pressure to get everything everything forces snap and in my case often wrong decisions!
The pressure is really fitting with the theme, not just with how many people but also how many messages, seriously good job getting this working in a jam timeframe
Nice game, I feel I missed a few things, but I enjoy a nice clicker game. Cool to have the decision making built in
Interesting resource management/simulation game. The game requires some fast reading skills and quick response, which really fit the theme. A really ambitious game for 48-hour compo. Good job! :)
Definitely needs fast reading skills, some messages are so useless it's funny. Not knowing if a message is helpful or just a waste of time really makes you want to click through them as fast as possible. Neat idea!
90% of time I had no clue what I was doing. Guess that serves me right for not reading the starting screen and welcoming every single person that came near me. But hey, at least I found some wood on the way.
I don't think your game's quite fit for me with all the frantic clicking and hyperlight reading, but (for what it's worth) I still think that it's a pretty good and complex game, especially for one made in 48 hours.
I'd say switching up some of the text for icons would make it way more readable and accessible.
Really cool game but it doesn't seem there's a lot of penalty for ignoring the notifications. I really like the gameplay, though :D
The game has an interesting combination of strategy and reaction. The gameplay of having events pop up, which you then had to react to worked well. A pity that it meant that one rarely had time to read the stories, since they did not usually have an immediate benefit. But the color-coding, in combination with the timer-bars, worked great in providing an overall sense of the ideal order of handling the events. Some icons might have made it even easier to discern at a glance.
Triggering a rescue event was always hectic, and a nice variety from the usual "click the events until the go away" basic mechanic.
The statistics and especially the traits of the colonists was a nice touch, even if their in-game effect was not always directly discernible. The stat counters went haywire for me for some of the colonists, at some point they had 18790482 in their food stat. I'd also have liked newly joining colonists to not be useless for the rest of the round, by e.g. autoassigning them to food collection, but this is minor point.
The merchant event seemed a bit too random sometimes, in that they might trade in goods that I possessed, but simply did not possess in sufficient numbers, robbing the event of its decision potential. Perhaps it would have worked better, if the amount that the trader demanded was capped to your current limits. That you get events for trading resources that you do not possess is nice though, it encourages the player to acquire all the different resources.
I enjoyed the art style. The character portraits were charming, and the background, while simple, lent a bit of atmosphere to the game as well. As other have mentioned, the text was sometimes a bit hard to read.
Some kind of sound effects to go with the buttons of the game, and perhaps to accompany resolving good and bad events would have improved the feeling of feedback, but it was not vital to the experience.
An enjoyable game, and a nice compo entry! An interesting take on the theme as well, both for the amount of colonists, and the amount of events.
>Running a haven, >command your people quickly. >Or all hell breaks loose!
I liked it a lot. Things I would change. Add icons/images to the alerts to more quickly communicate what they mean. It seems to be a game about quickly making decisions but it is all with mouse pressed. Keyboard controls would be nice. I felt like I didn't have time to read things and so just clicked wildly hoping for the best. This didn't feel great. Also, clicking a button that says "sell" causing you to buy things didn't make sense to me.
Really impressive feat in 48 hours, though I don't actually enjoy these kind of games enough to give a fair judgement through enjoyability alone. However, brillinat work has been done here.
Nice game. Had a bit of trouble getting into it from the start screen, was lots of information all at once but a very solid effort for 48 hours :).
Impressive game you have, it really made me want to play more. Would be nice if it had sounds though. Great job!
Very interesting game, played it for a longer time than more of the other entries. First UI screen is overwhelming at first, but I quickly got used to it, in the future if you add a tutorial while trying to explain them with some missions like *build a hut* and then go to the other next day, it would make it more accessible for people, who are scared away by a chunk of text.
Overall I like the style and executions, minor stuff I would like to points is that, time is not paused, when you are reading some events, either making you make chaotic choices, so you don't miss anything else or missing a lot, ...and events go by really fast. Might have been intended though, in which case it need just a tiny bit of balancing. Other stuff I noticed, is when you remember the color coding for various types of effects, you can just choose the positive ones accordingly (like blue is trader if you need him, or green for finding useful resources). And the last thing I would like is kind of a queue on building stuff that spans days, so I don't accidentally reset the progress on it.
Great game, played a lot, would play a more full version for sure! Good job!
Nice work making such a complex game in such a short amount of time. When I first tried to run the exe Avira quarantined it so to get it to run I had to restore it and tell it to ignore that file in the future. The threat name it was mistaken for was "HEUR/APC (Cloud)". Granted, I'm not actually suspicious of you, just warning you that some people will be. I've had GameMaker games completely deleted by McAfee. (corrected by McAfee within a week, back in 2010)
Whoa! lot of text and rules, thats bad, BUT it has nice ideas and so much to administrate, thats GOOD! It can be improved with some tutorials and better UI, but its fun and has potential right now. The constants messages and little time to attend it are awesome and fit the theme perfectly. Congrats!
Nice game you have here. SUPER WELL DONE!
Come check out my game if you like! https://ldjam.com/events/ludum-dare/40/virus-detected