Dream of Depth by Cirrial
Retake the ocean from the crystalline forces that have driven your people out. Use the last remaining biological technology of your people to create a base and raise an army to reclaim the sea, and destroy that which now lurks beneath the surface of the waters.
Because I didn't have time to add literally any explanation or tutorial or tips, here's a few things to keep in mind here:
CONTROLS
- Moving the mouse to the top or bottom of the screen pans the camera.
- Click and drag platforms to move them. There's a limit to how far they can go from the Heart.
BASIC STRATEGY
- Collect rain from the clouds with the Shower Catcher to obtain resources.
- Build new platforms with the rain you collect.
- Units will fish to feed themselves, will go to heal themselves if hurt, and will attack anything hostile nearby.
- Units that are too damaged to move can be rescued by other units.
- Make more units by using Growth Pods and the Growth Call.
ADVANCED STRATEGY
- Your units will feed themselves, but if you want to avoid depleting the fish entirely, a Krill Projector will allow the fish to multiply quite rapidly.
- Your units will prioritise self-preservation above all else. When injured, they will flee back home. If there are Regen Pods for them to heal, they will use them. Otherwise, the Heart will restore them slowly over time.
- Adding a Fish Cache will cause your units to fish whenever they can. Do not add a Fish Cache before a Krill Projector.
- Units will use multiple Fish Caches sensibly, but there isn't much need for more than one.
- Growth Pods require a pair of units to begin growing a new unit.
- Units consider healing the Heart and its connected platforms so important that they can get fixated on it, even if they can't reach the platforms. (Something of a bug, my apologies.)
- Enemy structures will always, always produce new units until they hit their individual per-structure unit cap.
- The crystalline eel damages everything it touches. Woe to the target it aims to destroy the most.
NOTES
- "Dolphin on strike" is an actual honest near-fatal error. If you see one or more units acting strangely after you see the error message, I apologise. (Letting me know what the state and action numbers would be appreciated too, but that's up to you.)
Things I didn't have time to implement:
- Shading on unit sprites
- Sounds and music
- Any sort of plot exposition
- Any semblance of fair balance or control over units
Enjoy! Hopefully I'll get a post-compo version up before the end of May.
Because I didn't have time to add literally any explanation or tutorial or tips, here's a few things to keep in mind here:
CONTROLS
- Moving the mouse to the top or bottom of the screen pans the camera.
- Click and drag platforms to move them. There's a limit to how far they can go from the Heart.
BASIC STRATEGY
- Collect rain from the clouds with the Shower Catcher to obtain resources.
- Build new platforms with the rain you collect.
- Units will fish to feed themselves, will go to heal themselves if hurt, and will attack anything hostile nearby.
- Units that are too damaged to move can be rescued by other units.
- Make more units by using Growth Pods and the Growth Call.
ADVANCED STRATEGY
- Your units will feed themselves, but if you want to avoid depleting the fish entirely, a Krill Projector will allow the fish to multiply quite rapidly.
- Your units will prioritise self-preservation above all else. When injured, they will flee back home. If there are Regen Pods for them to heal, they will use them. Otherwise, the Heart will restore them slowly over time.
- Adding a Fish Cache will cause your units to fish whenever they can. Do not add a Fish Cache before a Krill Projector.
- Units will use multiple Fish Caches sensibly, but there isn't much need for more than one.
- Growth Pods require a pair of units to begin growing a new unit.
- Units consider healing the Heart and its connected platforms so important that they can get fixated on it, even if they can't reach the platforms. (Something of a bug, my apologies.)
- Enemy structures will always, always produce new units until they hit their individual per-structure unit cap.
- The crystalline eel damages everything it touches. Woe to the target it aims to destroy the most.
NOTES
- "Dolphin on strike" is an actual honest near-fatal error. If you see one or more units acting strangely after you see the error message, I apologise. (Letting me know what the state and action numbers would be appreciated too, but that's up to you.)
Things I didn't have time to implement:
- Shading on unit sprites
- Sounds and music
- Any sort of plot exposition
- Any semblance of fair balance or control over units
Enjoy! Hopefully I'll get a post-compo version up before the end of May.
| Web | http://cirri.al/ld29/LD29_jam.swf |
| Original URL | https://ludumdare.com/compo/ludum-dare-29/?action=preview&uid=1620 |
Ratings
| Coolness | 88% | 2 |
| Overall(Jam) | 3.36 | 273 |
| Fun(Jam) | 3.02 | 356 |
| Graphics(Jam) | 3.81 | 205 |
| Humor(Jam) | 2.00 | 577 |
| Innovation(Jam) | 3.69 | 96 |
| Mood(Jam) | 3.09 | 350 |
| Theme(Jam) | 3.35 | 277 |
Love the art style!
So yeah, some audio and balance tweaking, and fixing some minor bugs that you already know of, and you have a really great game on your hands!