local-minimum 2021-04-27 17:01
I feel like there's something, I'm missing, like how does my turn end and how to get new resources. I just manage to place one or two tiles and then nothing happens.
Foon → Ludum Dare Explorer → LD48 → Deep Sea Settler
By blubberquark
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 912 | 3.51 | 31 | |
| Fun | 817 | 3.41 | 31 | |
| Innovation | 439 | 3.63 | 31 | |
| Theme | 1556 | 3.05 | 31 | |
| Graphics | 1333 | 3.25 | 31 | |
| Humor | 1300 | 2.14 | 29 | |
| Mood | 1448 | 3.05 | 30 |
I feel like there's something, I'm missing, like how does my turn end and how to get new resources. I just manage to place one or two tiles and then nothing happens.
Interesting visuals for sure! I was a little confused what the different resources were and I could not figure out how to get more people. I did it by accident my first game and could not replicate it lol.
That wawy looks seems a bit harsh, the idea seems to be interesting, but dont understand the controls.
@c4scar @local-minimum
There are no turns. It's more like Reus in that regard. I was trying to see if this is self-explanatory, as there is basically only left-clicking (and hitting ESC to bring up the menu). I wrote a small how-to now, it seems like I need to.
Controls: **Click** on a tile to get a selection of tiles you can build. If you cannot build on a tile, the border of the **buildable** area is shown on screen.
There are two types of resources: You see three **building materials** at the top of the screen: metal, oil, and science juice. You need to spend these as a one-time cost to build on tiles, but mining buildings will also generate some resources (but they cost you space).
The other kind of "resource" is **products** of tiles that power settlements. They exist on the map, and depend on the current tile configuration. They cannot be saved for later. To sustain a population of N in a settlement, you need at least N energy, N food, and N Oxygen from adjacent tiles. The output of some tiles depends on its adjacent tiles.
A settlement with N people allows you to build inside an N-tile radius, up to 3. If you hover over a settlement, you see the population of the settlement, the building radius, and the products of adjacent tiles it can use. If the output of adjacent decreases, the population and building radius can shrink, but existing built structures outside the radius will stay in place. The goal is to have a **population of 25** or more people over all settlements.
The game is probably too easy as of now, because mines give a lot of resources, the map is large, and fish farms are cheap, but that was a deliberate decision to make it possible to win on your third attempt.
i like the feel with this game!
Really interesting game, with a equally interesting idea! It took me several tries to understand the combinations and what you had to do to increase your population. The art is also very nice to look at, really relaxing to look at. Very cool entry!
The animation was a little distrubing at first, and the random generation is not always helping to get to the winning condition. But managing space as a ressource is interesting, and figuring how to get the more settlers I can with what I had, this was challenging and drove me to spend more time than I had planned on this game, so, good job!
Cool game ! A bit hard to understand, but I really liked the art, with the big water effect on the screen.
Good job :slight_smile:
It's a pretty nice concept! It was kinda hard to get into, as some things don't work as I expected them to - e.g. I thought that if I build a new settlement, it will automatically allow me to improve adjacent tiles (akin to Civ), which turned out not to be true. I also thought that the settlements will benefit from all the tiles they can improve, but they only benefit from the immediately adjacent ones. The fact that mines are one-time use and get abandoned also surprised me.
But after a bit of time, once you get used to the intricacies of this particular system, it plays fine, and I enjoyed it. It's even a bit on the easier side ;). Some background music would definitely enhance the general atmosphere.
I found the "wave" effect unnecessary, and it made the world harder to look at. Could be replaced with some delicate semi-transaprent wave-like sprites just floating through from time to time. The tooltip text could have even more of a contrast to it - darker background, lighter text. Or just ditch transparency altogether and design a pop-up tooltip graphics.
In any case, nicely done!
Screenshot_1.jpg
Neat! I liked this, simple but challenging. Makes the player think about each placement as each tile type is limited within building range! Too punishing though, one mistake and game over. But really fun when you get the hang of it.
And also... oxygen tiles disappear when you build on them. Even if the theme interpretation isn't that deep... this message is.
That's such a clever concept ! It's hard to understand the mechanics, but once you have them it's really a pleasure to play ! It becomes a kind of puzzle game randomly generated, I really like it ! The only thing that game lacks is a proper tutorial, but I can't really blame a game jam game for that ^^ Great work !
Oh and I forgot : the under water wave effect is effective, but a bit too strong, I found it a bit disturbing at times.
Really good concept here ! Too bad there is a lack of feedback, and the theme is barely respected. But I've found my experience trully... submersive! Otherwise, game design is very nice and clever !
Interesting concept! The waving screen was a little too strong and distracting. The mechanics weren't particular obvious but I can see potential here. Good job!
Really neat game. It took my a couple tries to get a feel for how the buildings and resources interact (took me a while to realize cities needed O2 AND food AND power, and only produced 1 range per person), but it became enjoyable once I pieced it all together. I like how it feels more like a puzzle game than a management game, trying to figure out how to arrange my structures in just the right way to expand my building range. The inability to demolish buildings could make for some frustrating checkmate scenarios, although it also forced me to play carefully so as to not block off important resources I may need later. Overall, an enjoyable game, although it could use a tutorial. Nice work!
I played this along with [justcamh](https://www.twitch.tv/justcamh) while he streamed. This is by far the most impressive game I played this LD. I can't express how entertaining this game is once you get into it. I'll definitely be playing more of this later.
Great job man
I really enjoyed playing this puzzle game once I got my head around it. I managed to complete it but it was definitely a challenge. There were a few times I had to build a dome, just to then build a new dome almost straight away that completely empties the original building but is in a position I couldn't previously reach.
I agree with the commenters above who say that the wavy effect is too much. I like it but maybe tone it down a little.
Another suggestion is to allow movement with the keyboard. Having to hover at the edge of the screen to move I always find clunky and hard to control.
Also you could do with showing the tooltips for the buildings when you are choosing what to build. On my first play through I built fishing subs in locations that could never actually produce food and didn't notice till too late.
Finally, a suggestion that I'm sure wouldn't have been possible in the time constraints, but might be worth considering if you do work on this game again post-jam, I think it would be nice and feel better if the buildings took a (small) amount of time to build. e.g. you build a mine and it animates through various stages and then gives you the resources at the end about a second later.
Hey matey, thanks for submitting your game to the stream! I really enjoyed it, and I hope the feedback was helpful. Here's the vod if you wanna rewatch:
https://www.twitch.tv/videos/1015379431
Nice game! I didn't understand it at first but then I read the how-to, and it all made sense. I think it would be good if the how-to was included in the game itself, if possible. I also think it would be cool if there was a way to disable the underwater effect, nice as it is. Besides that though, I had a lot of fun, nice job!
Really nice! I liked the relaxed, puzzle-ish take on the genre. Realizing that I can upgrade fish farms was a important thing, I wish the game had told me that directly. Otherwise the logic was understandable and fun to play with!
@mariszin have you given it another try after I explained the controls?
@blubberquark sorry, tried multiple times, got to build more buildings than before, but still - waaay too many times I got stuck with no option to build :(