Planet Rescuers by lion123

[raw]
made by lion123 for LD30 (COMPO)
To Break a block CLICK AND HOLD left mouse button when near the block!!! Update notes:
25.08) Fixed crafting number typo, gave player 10 times more energy.

Other notes:
Biogenerator not working, had no time for it.
No sounds, sorry for that. Really was running out of time.
Required crafting components shown only when you have all required materials for the crafting.

FULL WALKTHROUGH: (SPOILER ALERT!!!)
Path 1) destroy three metal blocks, craft a water canister. Go to the past, pick up water, break grass until you get a sapling. Plant it on a grass block near water block. Place metal block near water too. Go to the future where the tree has already grown. Break leaves with red dots until you get 4 strange fruits. Break rusty block to get rust. Craft fruits and rust into mutagen. Place it somewhere near water. Place a sapling near mutagen. DONE.
Path 2) Gather a lot of wood and metal. (You get two metal per ore) Craft a lot of traps (1 stick and 1 metal, sticks crafted from wood). Place them everywhere. DONE.

Ratings

Coolness 36% 1659
Overall 2.18 1199
Fun 1.86 1188
Graphics 2.00 1150
Innovation 2.38 1054
Mood 2.18 1063
Theme 2.48 1001

Feedback

Endurion
25. Aug 2014 · 12:59 UTC
I fail to do anything, I can travel through time but fail to exit from my time travel box. Crafting shows a list of things but I can select none.

Can you describe the first few steps?
GeeItSomeLaldy
25. Aug 2014 · 13:01 UTC
Unsure what I'm supposed to be doing. I've gone to the time periods mentioned in the briefing but I cannot seem to interact with anything but the time machine. I've clicked on the blocks but there's no indication that I'm doing anything. I've tried going to other time periods, again, nothing really changes and I don't seem to be able to break the white blocks. I've tried single clicking, I've tried spam clicking, I've tried holding down on them. I can't seem to get out of the box.

I'm not going to rate this one as it doesn't seem to be working properly.
WesleyJohnson
25. Aug 2014 · 16:49 UTC
You can break blocks by walking next to them, highlighting them with your mouse and then holding the left mouse button. The blocks to your right when you first start can't be broken down, it appears. Try moving left to the other side of the "cage" and break down the white breaks. Then, starting breaking down the various colored bricks to gather resources. It took me a while to figure this out as well. Definitely needs to be clearer or have some type of tutorial to guide you to do that.
Josh H
25. Aug 2014 · 16:59 UTC
I was a bit confused about what I was supposed to do, but I love crafting games, so I was intrigued.
hirsch
25. Aug 2014 · 17:01 UTC
Seems like it is not completely finished yet, but i like the initial idea about changing the past. What i also like is that the terrain in the future is based on the action in the past :)
GeeItSomeLaldy
25. Aug 2014 · 17:36 UTC
Okay, after someones comments below I managed to get out of the white box. The game itself seems to have been going for a Terraria feel.
The lack of indication that you're doing anything, either visibly or audibly when trying to do things is the games biggest weakness. Figuring out how to interact with it in any meaningful way is quite difficult.

The game appears to be a combination of a Crafting game and the puzzles from an old point and click, but without any of the excitement of discovery of the former, or the charm of the latter.

If I were to start making improvements, I'd start with making the things you do (breaking blocks, placing things, using things) have some feedback. I'd then fix the controls to give you more in-air acceleration. I'd then let you place the same block more than once in a row (ie, to 'tower' your way out of a hole, as in Minecraft or Terraria).

If the aim was to keep as much of it a mystery, then I'd refrain from putting any kind of guide to things in the crafting. Though I would if I were doing it myself. At the very least I'd put a short descriptive tooltip on things to give you a hint.

Themewise, it kind of fit. It's the same world, connected through time and, at the very least, that works very well. It's a solid concept let down by a lack of feedback and an unsure goal.
Tanner
25. Aug 2014 · 19:06 UTC
Nice crafting game.
klianc09
27. Aug 2014 · 19:58 UTC
My world exploded from too many paradoxes... :( Although I didn't understand when my actions caused paradoxes and when they didn't.

It has a great promise and actually a lot of content but it fails to deliver in usability aspects. But I can understand that one doesn't have time in 48 hours for usability AND content, and you just went the direction of more content.

Without your walkthrough I just wouldn't have had a clue what to do and even with it I gave up because the drop chance on saplings and special fruits just seemed so low.
stvr
01. Sep 2014 · 18:57 UTC
Ambitious concept, but a bit rough in execution.