Ablate by VDOgamez
The sky is falling, and the ground won't be happy to see it. Dig into the ground for resources, and to hide in bunkers from the bombs falling out of the sky. But you can't rest long, because the surface of the world is ablating away under the constant assault. Build energy sources to power up your core and gain the capacity to dig faster, and eventually escape the onslaught altogether.
Controls:
- WASD/Arrow Keys to move
- Space to jump
- Shift while trying to move into a tile to dig
- Up and down while on the side of a wall to climb
- Click on a tile near your character to open the construction menu
Gameplay notes:
- In order to increase your energy meter, stand near power sources (bottom of the construction menu). You win when it gets full, and in addition it increases your dig speed. You NEED to take time to increase your dig speed, because otherwise you won't be able to dig through thicker layers of rock quickly enough to escape the bombs! Once the energy bar is at 1/5th you'll dig through gravel as fast as you could in dirt, and the same applies to rock at 2/5ths of the bar. Further energy continues to increase the multiplier.
- The intended gameplay is to collect resources, then build a bunker with a power source underground, then wait until it can't hold off the bombs any longer and escape.
- Bombs do damage through a propagating blast wave from the point of impact. If you give the wave more areas to flow, it will do less damage to each individual tile.
- Wall reinforcements and bracings allow blast waves to travel through walls from your roof to your floor, further distributing the damage to the roof.
Bug note:
- This may be fixed, but don't touch the edges of the level, because occasionally they will trap you forever.
This game was inspired by the idea of Motherload with a base building mechanic. It was originally intended as a normal submission instead of a jam game, but I didn't actually give myself time to start learning how to use Unity or C# until after Ludum Dare started. This and my getting sidetracked watching other people making games made me about a day late, in addition to me having to rewrite the entire tile system halfway in because it turns out that Unity can't support hundreds of simulated game objects at once. Theoretically this new version can simulate the physics on millions of tiles at once, but the actual level size here is much smaller because I didn't see a use for that. I had a lot of fun designing the physics system. There were a couple of things I had planned to implement but didn't have time to: right now blocks can stand in the middle of the air unsupported, though this could easily be fixed. Also, the player wasn't supposed to be a floating orb, but a robot spider thing, but I didn't have time to learn to animate legs. Have fun playing with this game, and please tell me if you find anything that breaks the game or makes it frustrating!
Controls:
- WASD/Arrow Keys to move
- Space to jump
- Shift while trying to move into a tile to dig
- Up and down while on the side of a wall to climb
- Click on a tile near your character to open the construction menu
Gameplay notes:
- In order to increase your energy meter, stand near power sources (bottom of the construction menu). You win when it gets full, and in addition it increases your dig speed. You NEED to take time to increase your dig speed, because otherwise you won't be able to dig through thicker layers of rock quickly enough to escape the bombs! Once the energy bar is at 1/5th you'll dig through gravel as fast as you could in dirt, and the same applies to rock at 2/5ths of the bar. Further energy continues to increase the multiplier.
- The intended gameplay is to collect resources, then build a bunker with a power source underground, then wait until it can't hold off the bombs any longer and escape.
- Bombs do damage through a propagating blast wave from the point of impact. If you give the wave more areas to flow, it will do less damage to each individual tile.
- Wall reinforcements and bracings allow blast waves to travel through walls from your roof to your floor, further distributing the damage to the roof.
Bug note:
- This may be fixed, but don't touch the edges of the level, because occasionally they will trap you forever.
This game was inspired by the idea of Motherload with a base building mechanic. It was originally intended as a normal submission instead of a jam game, but I didn't actually give myself time to start learning how to use Unity or C# until after Ludum Dare started. This and my getting sidetracked watching other people making games made me about a day late, in addition to me having to rewrite the entire tile system halfway in because it turns out that Unity can't support hundreds of simulated game objects at once. Theoretically this new version can simulate the physics on millions of tiles at once, but the actual level size here is much smaller because I didn't see a use for that. I had a lot of fun designing the physics system. There were a couple of things I had planned to implement but didn't have time to: right now blocks can stand in the middle of the air unsupported, though this could easily be fixed. Also, the player wasn't supposed to be a floating orb, but a robot spider thing, but I didn't have time to learn to animate legs. Have fun playing with this game, and please tell me if you find anything that breaks the game or makes it frustrating!
Ratings
| Coolness | 51% | 3 |
| Overall(Jam) | 2.71 | 633 |
| Fun(Jam) | 2.63 | 558 |
| Graphics(Jam) | 2.30 | 701 |
| Innovation(Jam) | 2.94 | 405 |
| Mood(Jam) | 2.19 | 702 |
| Theme(Jam) | 3.44 | 232 |
It loooked like I should be able to dig the background to get rocks, but that didn't work. The bombardment idea is really awesome and this is a pretty sweet and innovative idea for this type of game, with more polish I think it would be awesome. But personally, I see no reason to dig so slow :( Good job!
I'd recommend not using the Shift button as something people press repeatedly as for a lot of people that turns on shift keys.
It's actually very interesting!
I had to give up because of the dig speed and I couldn't seem to find the materials needed to build the furnace.
The concept has great potential though.