FoonLudum Dare ExplorerLD48 → Deeper Well

Deeper Well

By feraligatr, Milmalissa and manio

View on ldjam.com

CategoryRankScoreCount
Overall3323.8836
Fun7403.4536
Innovation8193.2936
Theme13323.2936
Graphics9593.6436
Audio3713.7636
Humor7372.8931
Mood9603.4634

Comments

labete 2021-04-27 06:31

Nicely done, I like the music :) and and also that the colors are so light. Creates a very welcoming atmosphere. For some reason I expected the tiles to be "draggable" when road biulding (I don't know the correct term, but you select one, and it multiplies by itself).

too-lazy-cat 2021-04-27 11:20

I liked it, but i don't encorage FastForward function. If player need to skip time to achieve somethin why not just make everything faster in the first place. Overall very well done

tim4 2021-04-27 11:21

Truly funny tutorial! Great job!

slingshot 2021-04-27 11:21

This gave me a bit of a settlers vibe. For some reason I wasn't able to build anything other than houses and woodcutter even though I had the resources. Still, great start.

feraligatr 2021-04-27 11:34

@everyone thanks for playing so far!

@slingshot To unlock other buildings, you have to upgrade the well. Each upgrade provides you with a reward, for example new buildings :) I will be happy if you would return and try upgrading the well so you can feel the settlers vibe more :)

toreole 2021-04-27 11:34

Well that's deep. Neat little game, im just not sure if i even needed roads. Being able to place multiple of some tile (especially roads) instead of having to select them again after each placement would definitely add some quality of life to it.

2021-04-27 11:37

Well that's deep! Awesome game, super impressive!

leorid 2021-04-27 11:38

That was a nice play, greyed out Buttons if you haven't acquired a building blueprint and red colored text for the resources you don't have yet, needed for the digging deeper would make the start easier. But overall, nice game. ^^

atosgame 2021-04-27 11:44

Really good game, the music is cool, the graphics too, the gameplay is simple and effective, the only negative point it's the theme, the game is not really in the Deeper and deeper theme but it's a good game.

ukra174 2021-04-27 11:55

Firstly i thought that it's visual novell) Cool tilemap although

zolar 2021-04-27 15:38

That is really a... Well that's deep ;) You really did a great job. There is so much you can already do in the game and the controls are really intuitive.

feraligatr 2021-04-27 17:34

Hey @zolar thanks for trying the game and actually following my suggestion. Glad you liked it! :)

mighty-mufflon-games 2021-04-27 18:23

"Well that's deep." ;) Great game. Cozy music.

sirred 2021-04-27 22:04

I didnt realize I could move the camera, but it made for an interesting resource management game instead of just never taking down the buildings. Well that's deep. Great little citybuilding game.

sharks 2021-04-28 01:58

Well, well, well! I really liked the main menu and when I first loaded up the game I thought how nice it would be if there was some chill accompanying music and then suddenly bam. Exactly what I was hoping for, really chill and satisfying music.

I also liked how the tutorial was done through the encounter with a villager, it was such a neat idea.

Another thing I liked was the shader when I was placing a new building, it was very pleasing to look at and clear. I feel like a lack of ambient occlusion is really holding back your 3D models since they look very nice otherwise. Something to note is that the constant change in rate is confusing and unintuitive. For example I open up my well and it makes 1 water every 20 seconds but my farmer house tells me that it consumes 0.25 water a minute. I can't quickly and easily glance at this and figure it out, albeit it's not too hard to figure out 1 water / 20 sec = 3 water per minute it's a lot to keep track of.

Something that's borderline quality of life but I think is still important is some indication about your resource trends, an up/down arrow or more importantly something like +0.30/min next to say the water as this allows me to glance up and tell what I can afford and when I need more.

I was really impressed with the complexity of the game for the given time period!

Perhaps it was night mode on my monitor - I need it to help ward off headaches 😬 - and I will look at it tomorrow but for me the contrast between objects that weren't unlocked and were wasn't great, especially for things like stone which I expect to be grey and the fact that the tooltip pops up and informs me about the object but says nothing about it's status is a bit misleading as well. Again, given the time period this is 100% a nitpick but something to keep in mind in the future. I feel like feedback is important for improving as a developer, less so the actual game as many of us don't update our games post jam (Though there are of course some that do!)

I must admit: I left the tab open in the background while I did the dishes because I wanted to listen to the music more. It's so calming and soothing and I quite love it.

Anyway this is getting pretty long and I've only managed well lvl 1 so far, but it's rather late and I need to recover some sleep so I'm going to call this part 1, play some more tomorrow (or the day after depending on how busy I am) and then I'll have a little part 2 when I've completed the game because it just seems wrong to give feedback when I haven't even played through the whole game! (Part 1/2)

simex 2021-04-28 02:12

as @sharks said "I left the tab open in the background because I wanted to listen to the music more" music is really good, I'd love to see some mechanic that influences where you place you buildings so that there was more strategy in that area. like different building buffing/debuffing each other. it would also have been nice to have a map/ui mode that would make it super obvious what resources are consumed where so I knew what I should get rid off when I'm using too much water. Really cool interpretation of the theme.

animatrix1490 2021-04-28 03:47

I had it muted (sorry) but I really enjoyed it. The models were cute and the feedback and game-play were so simple and functional. I also appreciated the puns.

Well, that's deep

eugenik 2021-04-28 14:20

The art is superb!.

sharks 2021-04-29 01:06

And I've finished. Well, that [was] deep! A few things I noted in my final little bit of playing: It would have been nice to have some way to cancel buildings but a minor inconvenience provided I get the stuff back when demolishing.

Perhaps I missed it but I wish you had mentioned that holding shift increased the speed of the camera, it would have been super helpful to me earlier on.

As for fast forward there was no consequence for accelerating time so it was a no-brainer just to leave it on the fastest.

A few times I overexpanded and lost some citizens... I think? There wasn't a whole lot of feedback regarding that which I wish there was more.

Overall I think that was everything. I really loved this game, super cute! (Part 2/2)

max-s 2021-04-29 07:43

Very well done for such an amboutius project! I think the only missing was some kind of restrictions (e.g. distance to the well, how many farms are connected) so you can try to optimise the layout of your city. But I know it is hard to communicate such systems to the player and takes a lot of time to develop. So well done and for the well, well that's deep!

theonly8z 2021-04-29 08:25

Well that was a deep game (ba dum tss). I loved the unique approach to the theme, but wish it was better represented graphically (perhaps with a 2.5D perspective, showing the well going deeper). More visual representation of resource gain in general would help, as I didn't understand how resource gaining worked until a while in. I also wished there was more consequence to the location of structures - like if buildings needed a path to the well.

Wish the game luck!

PS: more well puns would've been nice.

pawciu 2021-04-29 21:02

Awww I was about to pass the level with wine farm and then pressed ESC which froze the unity player :( Other than that very pleasent experience.

feraligatr 2021-04-30 21:08

@sharks thank you for taking time and playing it again. Really appreciate your effort in playing and giving feedback :)

omiya-games 2021-05-01 04:41

Appreciate how this was a really relaxing game to play (especially the music!) Managing resources was probably the most interesting aspect of the game, and I would have liked to see more UI elements informing me of how this sprawling network of numbers is affected by the decisions I'm making. I confess I'm not much of a village-planner, so I didn't really use the roads that much...or really coordinate the buildings in any specific way. And due to my own shenanigans, I often got lost on the map, and couldn't find the well at times.

https://youtu.be/O7jRN1j3y2A?t=3006

P.S. "Well that was deep"

toxiccomputer 2021-05-02 16:11

Fantastic job, I was SO relaxed with this game. I usually dont like these types of games, but I game yours a try and for some reason I just love it. Everything from the music to the gameplay. If you guys want to continue this project after the jam, I highly recommend you do, would love to see this concept be expanded on.

marcmagus 2021-05-02 17:36

Thanks for bringing your game by my stream for playtesting! If you’d like to revisit the play and commentary you can view the highlight at https://www.twitch.tv/videos/1008724057

teh-thanos 2021-05-02 22:00

Well, well, well, pretty nice game, this could really go somewhere.

It has a few game breaking bugs but nothing you couldn't work around for example "ESC" kill the game and it doesn't work on small screens. Also at least on my (old and low end) there seemed to be quite a bit of lag but that could just be me.

As for the game the UX definitely needs a bit of work using "ESC" to close windows and being able to place multiple buildings and move them would be nice. As for the UI a way to see how much resources my "town" is using would go a really long way as well as making the locked buildings a bit more obvious, I would also like to see a reason to not always be at 4x speed because right now there doesn't seem to be one as well as some other restrictions because the game ends pretty quick. Giving the streets a function would also be nice.

Everyone is commenting on the music but I think that the graphics are the best part (not that the music isn't amazing). On the topic of sound, the fact that there is no sound when a building is placed (and other SFX) is pretty obvious.

On an other note thank you for giving us the ability to skip the tutorial and continue playing after the game ended, I cannot tell you how much I appreciated those.

Also could you really not think of something better than "Well, that’s deep"

I know that the above seams like a lot of criticism but I loved the game and it's a job well done, the only reason I go to so much detail and "nitpick" is because I would like to see a full game and I think that the feedback may be useful.

kristof 2021-05-08 18:29

Very neat little village building game. I liked the idea of deepening the well for progression. It looked like the browser chrome around the unity player was hiding part of the UI elements. I could not really see what the resource bar on the top was showing and part of the build menu was cut off. Is it possible that you use the screen dimensions to lay out the UI instead of the canvas size? Except for the technical difficulties, I had fun playing!

his-games 2021-05-08 18:35

AMAZING game! I really loved this entry, and I can confidently say it's one of my favourites! Something about the sheer simplicity, the relaxing music, the simple (but not too simple) yet effective models, and the relaxation of just building out your town makes me want to sing its praises. I honestly really loved this. Something just resonated well, and I think you've done a spectacular job. PLEASE expand on this! And, well, that's deep.

exilegl 2021-05-08 18:53

The music fits really well :) Pretty nicely fleshed out progression system too. I enjoyed my little playthrough.

_well that's deep_ :wink:

Screenshot from 2021-05-08 13-52-14.png

javasaurus 2021-05-08 20:37

This theme has produced many resource management games, but this one stands out quite a bit. The audio works very nicely, the upgrade system was well balanced, as I didn't really feel the snowballing effect you often have in these games. WHICH IS A GOOD THING, the challenge remains throughout the playthrough from start to finish. The artwork is also very fitting of the game, nothing too detailed, but the buildings aren't just generic blobs as well, I love that style! Certainly a high-scoring entry. Hope to see more of it !

birdwards 2021-05-16 01:57

Thanks for submitting your game to my stream! I played it yesterday. You can watch me play it here (I start yours at 2:29:50):

https://www.youtube.com/watch?v=OsMPyOopzzU

Sorry for no game audio - OBS somehow stopped recording the computer audio without me noticing, but I could hear the audio just fine when I was playing it.

cjgladback 2021-05-18 03:29

"Average parish hosts 8 priests a day" factoid actually just statistical error. Average parish hosts one priest per day. Georgtown, which was built around a well with a 50% clergy population, is a statistical error adn should not have been counted.

The music really makes waiting for the counters to tick up a calm exercise. There are some alignment and clipping things that I'd want a future version to improve, but this is a fun and very playable game as is. I appreciate the right click cancel on buildings, too! Thanks for bringing this to my queue for after stream way back in the first week of playtesting. (Also, well, that's deep.)