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Resource Starve's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall enjoyment | #4 | 2.921 | 3.471 |
Length of the game | #5 | 3.144 | 3.735 |
Originality of the game | #6 | 3.168 | 3.765 |
Speed of the game | #7 | 2.302 | 2.735 |
Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
An interesting concept. Wack balance. Very slow.
I'm pretty sure I played another game last jam on this exact engine, numbers in the tiles included. And it seems that parts of that jam came back in the form of the lighting mechanic. This does raise the question wherever or not this game was fully coded in the jam time, but that's not what's important.
What's important is that the concept fully integrates the theme and takes full advantage of it, but sadly can't deliver. After getting food you are never starved for the resources and the clunky controls make the completing the milestones in the blue building tedious.
Besides that there are serious bugs, from the softlock reported by fqwehgtui, to arrow keys moving the player (even though they are not supposed to).
Well done.
like you said it's not important, but while I'm here: about the similar game existing part, I was also sure I had played something very similar before and saw that it's linked in the credits page in the game as being the inspiration: https://yhvr.itch.io/cleansed
seems like it's an "inspired by"/"spiritual successor" thing and I appreciate it, I liked the original and I liked where this one was going in general (I checked the source of each from curiosity and they're two completely different engines and implementations)
Hello, a few things here:
-This game is inspired by cleansed from the last game jam. Neither yhvr nor I used an engine for the game.
-As for the starved part, it does happen a bit later on, when your drills start running out. Traps are not fully balanced in the food section, I had something else planned for hunger and health but unfortunately I didn't have enough time to implement them so that's why it feels rather underwhelming.
-As for the arrow keys, this was caused by a typo in one of the Modals. Will fix when Florian enables updating for the jam games. Sorry!
at time of posting, current version breaks when reloading the page. it seems like the save file loads, but then it loads the default map on top of it and my character is stuck in a wall and I'm still gaining resources from invisible machines
Try Hard resetting it, I had to reset some saves by changing the key by which the save is stored and it might not have updated properly on your end
tl;dr it's not you it's me, but explaining anyway since also it's kind of itch.io:
It was still happening for me, but I noticed it was working fine when I tried another browser, and it turned out to be that since Itch.io embedded games all share the same subdomain and browser storage, saving your mapData to localStorage is what pushed it over the edge for me: "Uncaught DOMException: Failed to execute 'setItem' on 'Storage': Setting the value of 'IGJsummer-IGJ2021-Scarletmap' exceeded the quota. " resulting in only the player data entry getting saved (deleting a handful of random LocalStorage entries from other games on the subdomain resolved the issue and made saving in your game function normally)
I thought this wouldn't be an issue since that itch.io subdomain is nowhere near the storage quota on the developer tools application storage tab for me, but now that I look closer I see localStorage isn't listed under that umbrella. Searching around it looks like localStorage probably has a much smaller hard cap but there were a lot of outdated search results and I lost interest and didn't find the exact value
Hmm I see, maybe I'll make it not save in that case then
I find IndexedDB much more cumbersome to work with than LocalStorage, but for itch.io that's a "safer" place to save user data, with lower risk of key conflicts with other games (though the way you handled saving with a unique identifier here works fine of course) and gigabytes of shared storage instead of apparently megabytes
A much simpler solution would be to try/catch when saving to localStorage, and replace "game saved" notification with a "failed to save, check console for error", but "fixing" it at all is probably unnecessary, I don't know how much of an edge case "hitting max localstorage" is for people that play web games on itch
edit:
sorry, was curious so I investigated further, you can ignore this but thought I'd share if anyone was interested
tested a bit, and the total combined LocalStorage size, on both Firefox and Chrome, is 5 MB (can be a single entry that's 5 MB, or many smaller entries with some overhead for keys)
right now my "IGJsummer-IGJ2021-Scarletmap" string is 565,581 characters (566kb), using over 10% of the total combined LocalStorage that all itch.io games have to share. So it might be less of an edge case than I thought. I iterated over my LocalStorage to see what the biggest individual entries were. This is after I deleted a bunch of random entries to make room for yours (%s expressed as % of current total, not of max), but some stats:
the real answer is itch.io needs to figure out their subdomains and sandbox each game creator's web games, somehow
(still enjoying playing btw, about to get to 3rd building)