Our Small World by TellusE
Mouse only.
Objective: 65000 current wisdom (roughly - it's the sum of all possible upgrades + 10%).
Buildings are categorised by their wisdom output, from School (highest) to Farm (lowest).
Bless/punish: randomly, buildings are struck with either good luck (green event text in the tooltip) or catastrophe (red event text). You may choose to reverse the effect by punishing (to counter good) or blessing (countering bad) the structure. Blessings will give you a short-term boost in wisdom income, but a long-term *loss* in wisdom income (translated as "people are inspired by their god's actions, but grow quick to expect it all too often"). Punish should not be used (it destroys output both during and after because of feature-creep in dev time).
Upgrading: you can only upgrade one building in a category at any one time, but several categories may be upgraded simultaneously. For example, you may not upgrade two schools, but you may upgrade a castle and a school. All remaining buildings in the same category are upgraded (the new knowledge spreads) once the first completes. ** Upgrade speed is determined by the building's wisdom output. **
New buildings are created as existing buildings of the same category reach a certain stage of maturity (hidden value). This process is automatic.
Technical note: if I recall (it's 3.30 in the morning, bear with me), you need at least Flash 10.2 to run the game - I don't think I bumped it to 11.2 just because I "could".
Hotfix version uploaded and github pushed (so you can verify the minimal change yourself if desired). Again, the original is still up in case you're a stickler for "what was submitted at deadline is what is judged". Thank you.
Objective: 65000 current wisdom (roughly - it's the sum of all possible upgrades + 10%).
Buildings are categorised by their wisdom output, from School (highest) to Farm (lowest).
Bless/punish: randomly, buildings are struck with either good luck (green event text in the tooltip) or catastrophe (red event text). You may choose to reverse the effect by punishing (to counter good) or blessing (countering bad) the structure. Blessings will give you a short-term boost in wisdom income, but a long-term *loss* in wisdom income (translated as "people are inspired by their god's actions, but grow quick to expect it all too often"). Punish should not be used (it destroys output both during and after because of feature-creep in dev time).
Upgrading: you can only upgrade one building in a category at any one time, but several categories may be upgraded simultaneously. For example, you may not upgrade two schools, but you may upgrade a castle and a school. All remaining buildings in the same category are upgraded (the new knowledge spreads) once the first completes. ** Upgrade speed is determined by the building's wisdom output. **
New buildings are created as existing buildings of the same category reach a certain stage of maturity (hidden value). This process is automatic.
Technical note: if I recall (it's 3.30 in the morning, bear with me), you need at least Flash 10.2 to run the game - I don't think I bumped it to 11.2 just because I "could".
Hotfix version uploaded and github pushed (so you can verify the minimal change yourself if desired). Again, the original is still up in case you're a stickler for "what was submitted at deadline is what is judged". Thank you.
| Web | http://goo.gl/dmgwb |
| Web (hotfixed) | http://goo.gl/WS5dB |
| Source | https://github.com/Tellus/tellus_ld23 |
| Timelapse | http://www.youtube.com/watch?v=tcKSU1ZaLY8 |
| Original URL | https://ludumdare.com/compo/ludum-dare-23/?action=preview&uid=749 |
Ratings
| Coolness | 48% | 651 |
| Overall | 2.04 | 858 |
| Audio | 2.56 | 393 |
| Fun | 1.86 | 833 |
| Graphics | 1.93 | 841 |
| Humor | 1.57 | 734 |
| Innovation | 2.32 | 713 |
| Mood | 1.90 | 819 |
| Theme | 2.39 | 730 |
Thanks for your comment and for trying the game :-)
I've added a new screenshot with mechanics description as well as added an in-depth explanation in the description field.
You may or may not have caught this bug, but I've also seen buildings spawn on top of the top-left controls at the very beginning of the game.