Aqueducts of Solomon by LoneSpelunker
For instructions on how to play, visit: http://barkingdoginteractive.com/aqueducts
Can you match the wisdom of Solomon and bring the life-giving waters to the desert? In "The Aqueducts of Solomon", you build ancient aqueducts and roads, temples and villages, quarries and fields, to strengthen your empire. How well can you do?
In this solitaire high-score-chasing strategy game, you play cards to build special hexes on a hex map, and then use the special abilities of the hexes to increase your capability. You have ten turns to get the highest score you can.
The game was written from scratch in Canvas/HTML5 with no third party frameworks. All art was created for the compo.
Can you match the wisdom of Solomon and bring the life-giving waters to the desert? In "The Aqueducts of Solomon", you build ancient aqueducts and roads, temples and villages, quarries and fields, to strengthen your empire. How well can you do?
In this solitaire high-score-chasing strategy game, you play cards to build special hexes on a hex map, and then use the special abilities of the hexes to increase your capability. You have ten turns to get the highest score you can.
The game was written from scratch in Canvas/HTML5 with no third party frameworks. All art was created for the compo.
| Web (HTML5) | http://barkingdoginteractive.com/aqueducts/ |
| Original URL | https://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=112022 |
Very nice entry overall though!
I felt like discarding your hand to move resources was the 'correct' way to play after you had built what you could for a round, but wasn't 100% sure if that was free of ramifications.
Honestly, spend some time after this to refine the game and I wouldn't mind having it on my tablet. Fantastic job.
Can you add your game on indiexpo.net ? (it's free)
So we can include also your game in the video ;)
p.s. write #LDJAM in the game's description.
Not sure what you mean by "write #LDJAM in the game's description"...?
I love the art style, and the game play is complicated enough to make me think about placement and resource management.
Whie it took me a while to understand the rules, cards and basic tactics for the game, by the second game I started to really enjoy it. I'm not sure if it's based on an existing board game but it felt really original to me, and got my mind running to see how it could be adapted into a physical, multiplayer game (I'm pretty sure it can! I'm picturing a game with no time limit, just a modular board shared between all players).
The graphics are great, and the game theme on point, reminding me of various board games (mostly Amyitis). The UI is very polished too, and the only wishes I'd have would be to display the current year on the main screen, and maybe to add a Cancel button on Roads/Aqueducts (though for the latter, I suspect it was omitted to simplify the code).
While it would have been a pretty good Jam entry, the fact you made it all alone in 48 hours is really impressive, and shows talent in all of graphics, coding, game design & time management. Congrats!
Almost got to build a temple on year 7 but I lacked a Stone :(
I guess the hardest part is actually know what kind of cards are in the original deck itself. Because that information is not really known.
My trick is, of course, try to aim for a temple. I had it on turn 8 but I only really needed it on the final turn. To do that, you need a 2-village asap. And to do that you need to gather resources at your 1-village.
Also, half of the strategy is to discard and destroy cards. For example, use discard cards to move water uphill, or to the village. And destroy cards you don't need, like 3-grains (because it's easier to move them up.)
If I'm only talking about strategy here, it's because the game is really well made. This is probably one of the better/best games I've played for this LD.
(Of course some of the interfaces could be better, and I think one of the cards the text of the resources didn't see to match the picture, but that's all.)
Well done! :)
Maybe i didnt noticed something but why block roads and aqueducts after one use? I have problem with this because sometimes i clicked aqueduct/ road only to realize that i forgot to use resource hex in this turn and i would like to cancel moving but moving out of transport hex makes it disabled i dont think making them disabled is necessary at all but i would give players at least ability to cancel moving before anything was moved (something like cancel in village).
Anyway, awesome graphics! Love the drawings on the cards. Great gameplay idea, well implemented. Very well done!
Would it make sense to increase the number of years? I have the impression that with only 10 years the game is a bit too luck-based.