Evacuate by Eggplant
Here it is! My entry for Ludum Dare 36. I actually feel pretty good about this one. It's not perfect, but it's far more polished than anything else I've done.
You are the leader of a small group of villagers. Your people start in the ancient caveman era, and through science, slowly advance to the modern age. Your lands are plagued by monsters and you must escape! Advance your technology to build a rocket and flee to a better home.
The game was created in Java using the standard libs. The art was created in Gimp and the sounds were created in BFXR. All assets/code were created by me within the 48 hours.
Feedback is welcome and encouraged. Please let me know what you think and especially what I should have done differently! Thank you all and happy Ludum Dare!
You are the leader of a small group of villagers. Your people start in the ancient caveman era, and through science, slowly advance to the modern age. Your lands are plagued by monsters and you must escape! Advance your technology to build a rocket and flee to a better home.
The game was created in Java using the standard libs. The art was created in Gimp and the sounds were created in BFXR. All assets/code were created by me within the 48 hours.
Feedback is welcome and encouraged. Please let me know what you think and especially what I should have done differently! Thank you all and happy Ludum Dare!
A tutorial, although it is very boring thing to make, is very important, especially in games like these. Very few people are going to read help before playing. I had no idea what I was doing, and I was completely lost the first time I played it. In this case, two consecutive texts in the middle of screen saying "Each house has 3 people" and "Drag professions to houses" at the start and "You need 10 food to replace dead human" a bit later would be enough for me.
It would be much better and intuitive if there were buttons for professions near each house. It felt really weird (and uncomfortable) that I had to drag it to them.
Hp bars would be really convenient.
Also, the random movement felt weird. I know how hard it is to implement proper AI, but I think this is one of the games where it is almost necessary.
The professions were not very visually recognizable. At first I thought the medics were bleeding soldiers. It is hard to recognize at first glance a soldier just by several black pixels in his hand. It would be better if all the professions were as contrasting to others as scientists are now.
I just found a self-sustaining configuration which is 4 swords, 3 foods, 1 science and 0 medics. Medics seemed very weak to me.
And ending animation would be nice.
@BoltKey Thank you for the feedback. In hindsight I really should have put a better tutorial. Also I'm obviously a terrible artist which made it hard to differentiate professions. I appreciate the input. :)
Good concept nonetheless!
Any inspiration from spore?
After learning which one was which, it was very fun to play! Congratulations!
We used libGDX. What lib do you used? No one???? Swing? Awt?
Success!
@galhajaj I should've focused more on a tutorial, I'll try to do that in my next LD game. Thank you for your feedback!
@stefvanschie Thanks for the response! I designed it to be sort of a run in the background "idle" type game where most of the game was watching how you're people were doing and then determining whether or not you should change up their professions based on that. It's certainly not a design that appeals to everyone though.
>Once you've assigned each house a job, you can't do much but sit back and watch it happen. Maybe you could add more buildings at the cost of science points?
>The sounds were really high pitch for me. They weren't bad at all, just quite annoying since they were quite loud.
>Since you can just sit back, an option to speed things up would be a nice feature.
However this was a really cool idea and has more strategic aspects than you might see from first glance, e.g. you need food to replace someone, so food should be a priority... but that's sacrificing science points. Maybe focusing more on the strategic aspect like this could've made the game even better.
I know I put a lot of improvement ideas in here but I promise this is purely constructive criticism. You did an awesome job to do a 48hr standard java game (something I've been doing for a while and have never seen anyone else do thus far), so well done! :D
- I didn't get how were linked the house with the people exactly, seemed like the closest changed profession ?
- Difficult to see the fights actually, there is to much to look at at the same time : )
48h to build this, you must have so many ideas coming up to add to the gameplay, sweet ! Good job.
@Linus123xbb Thank you very much. I appreciate the feedback. :)
@AnaglyphCoding Those are good ideas if I ever decide to continue developing this. Sound was really hard for me to implement in Java but I'll have to learn more about adjusting the volume and such. Thank you for the response!
@chrisdugne What happens is each house spawns 3 people and then it's respective 3 people change professions based on what the house is assigned to. So even if the 3 people have gone to the other side of the screen they'll still change to whatever the house is. Thank you for your comment!
The random movements makes it a bit hard. As well I'm not sure about the medics. Are they supposed to touch the other person to heal ? In the end I just took turns between almost full farming to get population back and full science to progress. Then moving to full warriors to clear the screen. Except at the end when my population decreased drastically and I was very near the goal so I tried to change my approach.
Sometimes it feels like a very passive game, but watching it is very enjoyable. And actually, once you can spot which guy belong to which house, you can fast switch his job. Let's say you see him farming and an enemy is approaching. Then it's time to quickly turn him into a warrior, and back to farmer once the monster is dead. And this is when I understood that it is actually a very fast paced game XD
Very good job. It was a really fun experience !
@komill I agree. It does need more balance for sure. However the dificultad increase with increasing eras, due to higher population of monsters. I know that it's far from perfect though. Thank you for the response. :)