Godspeed Mankind by cvetk0
* DOWNLOAD THE GAME ON ITCH.IO *
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Audio
Description
Made by group of coworkers without much experience in programming or design for Ludum Dare 38. This was our first participation in any game jam.

Screenshot

Team
@cvetk0
@dekatlon
@kusubrin
@drp
Game mechanics
The game is a resource management where Entity has to take care of human towns by providing them food grown on farms. Farms require water which is provided by rivers. Rivers are replenished by raining events which provide additional water.
The Entity represented by crosshair can gather water resource from rivers and crop resource from farms but it can only hold one resource at a time. Before it can gather different resource it must deliver the one it carries to the location that needs it. Any surplus resource delivered is wasted in the process.
* Controls *
SPACE - Select items in menu
LEFT/RIGHT - Rotate the world
UP - Gather resources
DOWN - Deliver resources
ESC - Exit current game, exit from How To screen
Special thanks
Katka - for SeaShellz logo design
Sound and music credits
* Theme music *
Alexander Ehlers (https://opengameart.org/users/tricksntraps)
* Sound effects *
Secretlondon
Secretlondon (http://commons.wikimedia.org/wiki/User:Secretlondon)
Arthur (https://opengameart.org/users/arthur)
Tim Mortimer (http://www.archive.org/details/TimMortimer)
Michel Baradari (http://cubeengine.com/forum.php4?action=displaythread&threadid=2164)
JohnsonBrandEditing (http://freesound.org/people/JohnsonBrandEditing/sounds/173944/)
Blender Foundation (https://apricot.blender.org/)
Ratings
| Overall | 507th | 3.152⭐ | 35🧑⚖️ |
| Fun | 482th | 2.97⭐ | 35🧑⚖️ |
| Innovation | 367th | 3.152⭐ | 35🧑⚖️ |
| Theme | 279th | 3.636⭐ | 35🧑⚖️ |
| Graphics | 544th | 3⭐ | 36🧑⚖️ |
| Humor | 523th | 2.2⭐ | 32🧑⚖️ |
| Mood | 553th | 2.906⭐ | 34🧑⚖️ |
| Given | 54🗳️ | 49🗨️ |
Loved the audio and the visuals. The sfx were a bit high, I got surprised multiple times when my cursor got on a farm building x)
Nice work guys, good luck for the next!
Nitpicks: the sound effects cut each other off, when it seems like it would make more sense for multiple sounds to be able to play at once. Also, you can't use `cmd+q` or the menu bar to quit the game on OSX, and it seems to trap the mouse for a random amount of time when you first start the game.
So, let's go to what it matters.
I found the game pretty easy to get to and to actually manage. Resource management is a pain to balance, so I was just hitting all the building like crazy. The only thing that bothered me was two keys for action (UP and DOWN), I think that just one key would be enough.
Overall, you did a very good job, guys. Looking forward to see your next entries ;)
Aside that, I think the pacing builds up too slowly... if there was a population growth mechanic that would speed things it would be great. Also, as you can only take resources if you don't have any one on hand, there is no real necessity for you to have separated controls to gather and deliver resources, one button would do the job as well, making gameplay easier.
A solid entry for a first jam, though.
We're aware that some mechanics may not be as polished as they could be and that it may be hard at first to orientate because all interactive locations of same type are exactly the same so there's really no way to distinguish between them. We did want to put a mini map in the game that would at least indicate which Town location is low on food resource but scrapped the idea somewhere during day two because we wanted to be sure we can implement all the main logic in the game. Also some location randomization would probably be good because as some of you already noted, just rotating counter clockwise is pretty much the way to ensure you can last as long as possible.
Since our third day which was work day only allowed us few afternoon hours of work after already being behind computer screens for about 8 hours we didn't really have much energy left to polish things more than we managed. The difficulty was mostly tuned by lowering the chance of rain over the River locations and increasing water consumption on farm Locations. Difficulty also dynamically increases when town dies and refuges flee to other cities (after 1st and 3rd) town dying.
Scoring was also subject to debate and eventually we went to scoring one point each second for each town surviving. I still think it would better to score points based on food resources delivered to Towns (without wasted surplus) as it would probably offer more strategic options on how many towns the player wants to try to keep up but again, time limit prevented us from testing this and we went with initial method.
Thanks again for feedback and keep playing and enjoying other peoples games!!! :metal:
The graphics fit well with the audio and that crated a nice cartoony feel.
There is definitely something here, and it's an interesting concept. But, in it's current state it is only fun for a few minutes.
Nice music, and a good entry for a bunch of coworkers with little experience programming. Keep up the good work!
The only thing I can think to improve the play-ability of the game would be to add an indicator on the HUD to show exactly how many cities there are. The landmarks were cool but it was hard to keep track of them all when trying to shift resources around.
Overall, really enjoyed it, good job :grin: