The Morix Colony by Somnium

As a young and popular scion of an important family line, your future in the Star Empire looked bright - much to the chagrin of your less charming elder brother.
So when your father died, your brother took the opportunity to rid himself of the competition. He assigned you to a dead-end post as governor of Morix - an insignificant small world, far removed from the splendor and opportunities of the Imperial Capital.
Now you must use all available resources of your new unwanted domain; harvest and trade raw materials, in order to earn enough money and influence, to be able to return home, and reclaim what is rightfully yours!
"The Morix Colony" is a strategy game, where you balance the resources of your small colony, while fending off space pirates, and gathering enough money and influence to challenge your brother at the Imperial Court. The objective of the game is to achieve the rank of Duke, and thereby outrank your brother (or find the hidden alternate victory-condition).
Also note that most of the in-game icons have tooltips, explaining the mechanics of the game.
The game was made in Java, using the LibGDX framework. Java is required, in order to run the Windows and Linux versions of the game.
edit: I've added a web-version, as well as a fullscreen-version (which is also optimized for high-dpi screens). These ports are otherwise identical to the original version.
Links
Ratings
| Overall | 286th | 3.533⭐ | 32🧑⚖️ |
| Fun | 271th | 3.367⭐ | 32🧑⚖️ |
| Innovation | 308th | 3.267⭐ | 32🧑⚖️ |
| Theme | 348th | 3.5⭐ | 32🧑⚖️ |
| Graphics | 667th | 2.567⭐ | 32🧑⚖️ |
| Mood | 421th | 3.167⭐ | 32🧑⚖️ |
| Given | 41🗳️ | 78🗨️ |
The game feels a bit like it's playing itself, though. The vast, vast majority of the time in the early game, when an option comes up, there's only one possible option available. It would be nice if there were some way to have some agency over what happens, even if the other options are not currently available.
Also, the enemy fighters make the game a bit tedious. They come SO frequently that there's no point in acceding to their demands, because even if you do, another pirate will just show up the next time you hit the advance time button. If pirate attacks were infrequent, you might consider paying when they show up, but when it's pirate after pirate after pirate after pirate, you basically have no choice but to accept the attrition.
This brings up another point - it feels like you just sit there as ruler and let the enemy hammer you. There should be some way of taking charge of the situation. We should be able to recruit more colonists electively (rather than just waiting for someone to offer). We should be able to spend money to beef up our defenses (I think one time I got a "build planetary defenses", but it didn't appear to do anything, since pirates still came fairly often and killed by colonists). As it stands, you don't really get the sense of being a ruler because you just sit back and let things happen to you.
I liked the worker placement element you had going, but it almost never came into play. I managed to win the game on the first try, but never once did I come close to filling up my planet. The maximum number of colonists I ever had was five, I think, and even that was short lived. I would have liked to see more colonists coming in, more options for placing them, and more interesting choices as to what to do with them. Most of the time during play, I only had two workers, and it's pretty obvious what the distribution should be of those two workers across two potential jobs.
This game is interesting. I like the world, the UI mechanics, and the main gameplay loop. I think all it needs is some minor tweaks and a few more expansions to the core content, and it would be really slick.
The story is well written and I am prepared to build up my little world and beat up my older brother!
Alas, it starts off without much to do and I can't help but piss off the empire and they come and murder my poor peasants... :-(
It reminds me of some game I played back in the early 90s... "A Second Universe" or something like that...
This game has the potential for me to sink hours (days) of my life into it!
My thoughts about the progression through the game, were there are three distinctive "phases": In the beginning of your exile, you are struggling to survive, and have neither the resources or the influence to take advantage of the opportunities coming your way. Then, as you accumulate resources and colonists, you can gradually start to upgrade your colony, at which point you will start to be able to out-produce the pirate raids. Finally, in the late stages of the game, you are able to start aiming for the "economic" victory condition.
Alternatively, you can beeline for the "violent" ending, which is riskier, but can be undertaken earlier in the game.
Hence, the feeling of being the "underdog", especially in the beginning, was the intention. But I agree that sometimes this might not feel very fun, especially if you get a lot of bad events in the beginning (the chance of an event being a pirate raid is actually only about 30%, with the remaining going to the varying positive/opportunity events). Some more things to do in the beginning might alleviate this feeling somewhat, which I will definitely consider for my post-LD version.
The current planetary defense upgrade boosts the defense rate of your colony with a fixed percentage, so there is still a chance of losing, especially for the most dangerous enemies. There is some strategy involved in when to bribe the pirates vs. when to fight them, as weak pirates are relatively easy to fight off (and hence might not be worth the bribe).
An element I wanted to include, but did not have time for, was the addition of a "defense" facility. This would allow you to assign colonists to improve defense against pirates, as an alternative to assigning them to resource extraction.
Also, the visual feedback on what your max population is, could be clearer as well. This is determined by the size of the living quarters, hence the max population of the colony is 6, and the starting population cap is 3. It is therefore easy to reach the starting maximum (after which, colonist events no longer appears until you upgrade the living quarters, which can make it seem as if the colonist events are more rare than they actually are.
The frustrating part is that you can have a large amount of resources, but no way to spend it if engineers or merchants don't show up.
I'd like to be able to construct minor facilities on my own, to give more strategic option to player.
Also, if we could see the probability too lose against an attacker it would be great (and maybe sacrifice resources to increase the winning probability for this fight ?).
I had fun finishing the game as Duke.
Now for the event system... I thought that is kind of pointless advancing day by day as just using the skip to next event button. If you were to keep working in this game you could give some reasons to do so, like a working morale system or something that appears in a day by day basis and that would be skipable (causing to decrease worker's morale) or something like that.
And I would have liked if the event system wouldn't show the events that are related to upgrades if you have every one of them, (As I had to keep just closing the window when the tech guys asked me to upgrade something) like you did with the new worker's spawns when you have all workers' slots used.
The writing was nice and the UI was good enough, but I would have liked to see something else as a background instead of the pure white.
Sorry for the wall of text, I just really like this kind of games, Hope this is useful. Great game,
would also be nice to have some indication of what upgrades you have purchased.
I get the feeling that the events are randomly generated, because for the first dozen or so I wasn't able to do anything other than choose the default option, as I hadn't had nearly enough resources to make any other choice. I would recommend either saving these events for later when the player is able to get their bearings and build up their resources, OR lowering the amount of resources needed to make other decisions so the player actually has some choice when presented with the options.
Other than that, I liked the polish that came with this game. The tool tips were especially a nice touch to explain what each resource/icon represented. It's also not often you see so much in-depth writing in a game jam game. Well done!
Really engaging game. The plot resembles Dune.
defense rating (higher difference between my defense and their offense ) +
colony size (bigger colony more difficult for them - or more tempting target) +
influence (the more influence, the less likely) +
treasury (more coin, more likely attack) +
stock amounts (the more stocks they want, the greater chance they hit) +
propensity to pay bribe (the more likely to pay a bribe, the more likely they may hit) +
Ratio of failed attacks to successful attacks (the more failed attacks, why bother unless something else just screams to the pirate) +
random or AI influenced fudge factor and maybe AI weights for different pirate bands (one likes more a small
colony size to stock ratio and maybe The pirate known only as RockMuncher loves him a ton of minerals)
Those added together would equal the chance they would show up would have made it easier to deal with. Fight them or pay wasn't always clear, and once I had defenses, I had NO clue if I would win or not. I didn't feel that I could directly align the flavor text to the chances I had to survive. And if I had no choice, giving me the illusion of choice was a bit of a pain - I would say we were just attacked and they weren't open to bribes that we could afford. Same with no options, option pages - skip them to me.
There was a time I felt like I had a bug, because I was producing exactly the amount of biomass I needed for the colony - should be 100 -2 + 2 = 100 would made more clear it was being eatten. :)
If I knew what my Brother's influence was or what I needed to get near, it would help, so I could figure out if I wanted to trade with those slavers or keep my nose clean a few more days. ;)
I liked it and see a lot of potential in this game.
That being said i played all the way through to the end, something satisfying about wanting to see what happens next... even if there are relatively few events. Good job on the game play!
I did enjoy it though, it just feels a little bit lacking, the base is there though and it could be quite fun.