Nice idea and pretty well done.
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Nice little game, feels good to grow your pack, become laggy when you reach big sizes. I had some fishes that doesn't upgrade properly, then skipped a tier. I had some that weren't able reach reach max tier.
Thank you! Maybe you've noticed already but I'll say it nevertheless: It's a Ludum Dare (game jam) entry, if you consider rating it on it's ludum dare submission page (link at the top of the page) we would greatly appreciate it. :)
Oh yeah, there's probably room for triggers and moving elements. Indeed the lack of proper graphics hurts the read-ability badly, color combination could be a thing, maybe there could be also orange, purple and yellow platforms...
I believe you mean 4th and 5th level, since the third is pretty straightforward and serve only to expose the teleporting mechanic (between world bounds). They're not particularly well crafted, and I only differentiated them in difficulty because the 5th presents more pathes than the 4th.
Thank you playing my humble contribution and hosting the jam in the first place!
Making the levels was far harder that I believed. There seems to be so little space between dead end levels and shortcut-able ones. I would have needed a dedicated time to understand it but I needed mechanical modifications until the end of the jam.
You're right, the different segments overlapping perfectly is a problem, a bit of transparency may fix this...
It has the full bases of a roguelike game, well done! Has your making it with frameworks not focused on game development, I wonder what it could have implied to use an ASCII display. Would it be easier?
Cool game! Nice art, clean UI, simple yet addictive gameplay. Although the way houses are allocated to water/work/shopping is very frustrating at times. It's good that you think on expanding the game, the most immediately useful features would be a range indicator for non-housing buildings in my opinion. Good work, and good luck for the jam!
Just played the demo, seems promising. I had a hard time finding a good balance between all production ratios, which I believe is good to keep the player entertained. Balance-wise, each farm tend to overflow the factories and I feel that three destinations limit too much arbitrary. This is specially true when it comes to cities and I fear it will reduce the impact of warehouses.
The UI gives me the more trouble, pop-up windows that covers the center of the screen, that I have to drag around to place the harvesters were very annoying, and having to manually close each of them after use was very tiedous. Repeating the factory symbol on each of the factory types in the factory sub-menu felt useless and more confusing that anything else. Also I don't really like having my building cost tracked on my financial report, because it gives me a hard time to know how my industry is really going.
A lot of the tasks where repetitives, which is to be expected at some point in management games ofc, but I felt I needed too often to repeat the exact same factory configuration in a row. I think that the game would benefit greatly of user presets to save some time in doing such manipulations. Also I would greatly appreciate the ability to change color of my buildings to visually keep track of which factory is building what.
Anyway, that's already a very good job that you did and the features you wish to add are really appealing. I wish you a good alpha launch!
Awesome game, very frustrating at times though, like when your new recruit don't reach the building before the night and then get out of the map. I found power allocation to be quite buggy, like when a new dynamill or tent create a general shortage. I didn't try the whole building possibilities, because I felt all I need was a ****load of tower supplied by a ****load of mills (with a few big houses). I love the graphics and that day & night cycle on a 1-bit graphic style very well done. Goood job!
Nice game. The math seems a bit biased though. If you made some savings to get the next engine tier you suddenly make a big leap steamrolling 10+ levels. Reaching lightspeed still feels satisfying.
Nice game, I like how you can automate anything and also deactivate it when you wish. Specially useful for the potions, although I felt I like I always needed a higher tier than what I was able to afford, but I didn't make much savings... Good job!
Neat idea for a simplistic clicker. Right now it's a little too straightforward: the more non-miner items you buy, the more bonus you get. I'd love to see this idea expanded in a little more complex game, but nice entry anyway!
I'm gonna hijack this topic for my own TileMap collision related question:
Is there any way to change an aracadeBody 2D in the middle of the game?
I'm trying to build a wall breaker clone at the moment, and I used a Michael Seyne's Sokoban-like way for handling the bricks (they're in a specific layer of a TileMap), but I used an arcadeBody2D for handling collisions (which is quite easy to use in this scenario). But I didn't find any code to change the TileMapAsset of that arcadeBody2D so I can't change levels by changing the TileMap (I will have the new tilemap correctly rendered but the arcadeBody2D won't match).
The only way I could change the arcadeBody2D is by loading a new scene, which means building a scene by level, an that seems to be more and more impractical as the level number goes up.
My name is Sylvain and I'm french. I'm training in front-end web development, and I'm also a dabbling artist and bass player. I'm interested in making video games for a long time but I've never gone very far with it (played a bit with RPG Maker and Game Maker).
I'm trying to learn Superpowers right now and I wanted to thank Antarka Games and Michael Seyne for their great tutorials (thank you HeartBeast too, your tutorials while I was toying around with game maker were very helpful).
I'm eager to succeed in finishing a game this time and I'm looking forward to participate in this community.