Foon → Ludum Dare Explorer → LD60 → Polder

Polder

By tesseract, sauyon, guthix and camchord

Percentile
CategoryRankScoreCountLD60Ever
Overall13
Fun12
Innovation12
Theme12
Graphics12
Audio12
Humor12
Mood12

Comments

avi 2026-10-20 00:10 ♥ 1

Land reclamation is such an interesting choice for Old Tech! Building dikes to protect one little smiley face is a lovely premise. The 'lose after winning' bonus achievement made me smile too.

no-grapes-games 2026-10-20 00:31 ♥ 2

I really like the liquid simulation, was fun to mess around with, so much so that i forgot about the objective for a while XD

kiddoo 2026-10-20 00:36 ♥ 1

It's organic, I love this !

erbol 2026-10-21 08:30 ♥ 1

The game is incredibly addictive! Even though the gameplay itself is quite simple and easy to understand, I constantly wanted to keep playing and winning. I don't even know exactly why, but every time I played, I felt the urge to try again and achieve victory. Maybe it's because the game somehow challenges you without you even realizing it, and you automatically accept that challenge and keep playing. That's what makes the gameplay so engaging. I really love how such simple mechanics can motivate players to keep trying over and over again. Thank you so much for making this game! I genuinely had a lot of fun playing it!

givit-game-studios 2026-10-21 15:42 ♥ 0

This was fun; I just wished there were more levels. Just one thing: I could not understand the use of the theme.

youpz 2026-10-21 16:38 ♥ 0

Using dikes and land reclamation for Old Tech is a nice choice. Protecting one little smiley face gives the water simulation a clear purpose, and the "lose after winning" achievement made me laugh. Apparently twenty dry seconds don't buy Guy permanent safety.

If you have a moment, I'd appreciate a rating on my latest game, [Robot Workshop](https://ldjam.com/events/ludum-dare/60/trashfight).

tesseract 2026-10-24 13:25 ♥ 1

@givit-game-studios - Regarding the theme, manipulating water flow is one of the oldest technologies used by humans. There were plans for levels where you handle irrigation or broader flood protection; maximizing or minimizing the amount of land that water reaches.

jambread 2026-10-24 14:09 ♥ 0

Bro i couldnt' makea any other stuff except for 1 3 so i couldn't save Verity anywhere else but yes lol water physyiq is killing me fr thanks bro really good

shlolo 2026-10-24 14:13 ♥ 0

Cool idea! I really enjoyed the fluid simulation, even though I wasn't quite sure how to beat some levels, since the water kept seeping through the walls I was building. I also love that you hid a secret "impossible" level that you had to manually uncomment in the source HTML to get to 😄

nickogino 2026-10-25 14:02 ♥ 0

The game is simple in its execution, but it really hooked me! If you have the energy to keep developing it into a full release, I’d happily buy it on Steam. I think it has a lot of potential!

The main thing **I felt was missing was a clearer sense of elevation**, so I could better plan how and where the water would flow. A dynamically updating elevation map during gameplay would make it even more fun, improve readability, and add a cool visual touch!

As a simple first step, I’d recommend looking at how elevation is shown on topographic maps.

loveapplegames 2026-10-25 19:32 ♥ 0

Ha, you guys must be Dutch! I enjoyed your game, controlling fluid dynamics is an interesting mechanic. However I did not fully understand how it works. The water in level 4 goes over the sand even if I fill the entire screen with a thick layer. The last level did not seem to do anything, I seemed to have stopped the water but then nothing happened.

tesseract 2026-10-26 19:15 ♥ 0

@loveapplegames None of us are Dutch, but the game is definitely inspired by the Netherlands.

Regarding strategy for level 4, in most levels after the first, the water begins above the height you can build - the trick is to divert the water rather than blocking it, using multiple layers of barriers with sharp points in the direction that the water is coming from. With enough of these, even the "impossible" level can be beaten.

The last level is just a sandbox without a specific goal. We were planning to give a score based on the amount of land saved divided by the amount of dirt used, but didn't quite get it working within the time.

jawdan 2026-10-28 01:28 ♥ 0

Honestly a really cool mechanic but would've loved more to work with! Nice job!