Tumblin' down by Shodanon
A strategy game on a small world that keeps getting smaller from team Beelzebox!
Game released here:
https://shodanon.itch.io/tumblin-down
How to play (by popular demand):

The mission is to obliterate your opponent and thus appease the evil deity consuming your beloved homeworld. You build units and barracks with resources gathered from control points scattered around the map.
But remember, both the control points and your initial base position will disapper if you don't pay tribute to the Consumer of Worlds.
If you gather enough mana, the scales will tip and your side of the map will be destroyed more slowly. Neglect paying tribute and face the consequences of losing control points and barracks. It's best to force that fate unto your opponent.
Survival of the world requires sacrifices, in every sense of the world. You gather mana by sacrificing your units. Just order them to throw themselves off the nearest edge (just check the minimap if it's not an untraversable area.
Have fun!
TEAM:
Shodanon- art & models, programming, level design
Jacek- UI, game systems, design, programming
Jabsley- music, that awesome scream
![WDEgy8[1].jpg](/game/img?e=LD38&gid=35940&u=raw/c16/6/z/2433.jpg)
We'd like to thank the following people and institutions for sharing their work through Creative Commons:
Photographers: Peretz Partensky, Michael C. Rygel, TEXTURIFY.COM, US Geological Survey National Park Service
Audio producers: Daniel Simion, Mike Koenig, Jojikiba, Graham Donnelly, freesfx.co.uk freesound.org users: Richard Humphries of Takoma Media, Lady Lubyanka, Juskiddink
music in trailer is Komm Süsser Tod from End of Evangelion OST/
details on itch.io page.
![GmNxls[1].jpg](/game/img?e=LD38&gid=35940&u=raw/c16/6/z/2435.jpg)
| Original URL | https://ldjam.com/events/ludum-dare/38/tubblin-down |
Ratings
| Overall | 647th | 2.885⭐ | 28🧑⚖️ |
| Fun | 667th | 2.538⭐ | 28🧑⚖️ |
| Innovation | 209th | 3.481⭐ | 29🧑⚖️ |
| Theme | 135th | 3.885⭐ | 28🧑⚖️ |
| Graphics | 483th | 3.222⭐ | 29🧑⚖️ |
| Audio | 272th | 3.24⭐ | 27🧑⚖️ |
| Humor | 464th | 2.364⭐ | 24🧑⚖️ |
| Mood | 376th | 3.25⭐ | 26🧑⚖️ |
| Given | 30🗳️ | 47🗨️ |
I've built some barracks, gained control of whole world, built defenses next to every geyser and killed every possible enemy.
Anyway, game is extremely unintuitive, I've lost some time on pressing buttons and trying to figure out how to move my army ( is it double-click? I think it worked ). Enemy didn't even start attacking me, they were pretty chill guys walking around but my soldiers killed them anyway.
Still, I like your project. It was a big thing to pull it off in such short time, ant it's playable, which matters the most. Just drop us some hints in the game description and we'll be golden ;)
Cheers!
However, as a prototype, it feels as though there is something there - definitely worth pursuing.

I usually don't mention bugs, but in this case it produced a very funny story. I think I may have encountered a bug where my units have an unusually quick firing rate. Something very interesting happened: I built my barracks in a nice mountainous area before scrolling my camera a bit and finding a large red army standing right next to my barracks. They didn't seem to notice the barracks, and I had a unit coming out soon.As soon as the unit stepped out of the barracks, I heard a flurry of shots, then the screams of a hundred red soldiers. The newly trained recruit just shot dead the entire red army! That was quite fun to watch.
As a proof of concept, your game is very interesting. Combining the mechanics of RTS games with the mechanic of an ever-changing map is sure to yield some interesting results. Nice job with the terrain/pathfinding/other RTS staples, that stuff is hard! Also, nice scream, Jabsley.
Here's my army protecting their base.

I still had fun though, my units just seemed to overpower the enemy easily and the enemy didn't really sacrifice his units.
Making this a multiplayer game would surely lead to some interesting results. :grin:
The enemies have to be stronger too, since I just demolished them after a couple of minutes of playing.
The idea of a RTS game with a changing map is cool, and what you have here is interesting. If you make it more clear what the player is supposed to do, and add some kind of progression, I think this could be a fun game!
I hope you return to this game, I'd be very interested to see the results!!
Control was not what one expect from a mainstream RTS game (select with left click, move with right click, move the map around with keyboard arrows etc)
I did manage to finish one game where I lost, but I think I kinda got the hang of it and would win next time.
The music was astounding though, and the visual was quite soothing (except the capsule units and cube barracks which were kinda disappointing).
I love the supreme feeling of throwing my loyal servants into the abyss and the cry of death from my enemies. 10/10 would try at home.
Overall I think the game has lots of potential if more were done on it.
Oh and the game froze on my first game. The music was still playing but I can't move or control anything.
I was very confused on where my troops are getting built? They seemed to just randomly appear at some barracks. I captured all the control points and I though it would count as winning - instead nothing happened. I kept playing for a while and apparently won somehow?
Also it seemed like the barracks cost was quite cheap. I could just keep spamming them until I got tired! :D
Anyways good job, making an RTS for a short game jam can be quite a challenge.
Waaaaaaaaaaaaahhhh.....
Great! :D
- Graphics are as simple as graphics in Unity can get, but effects make up for this - watching trees fall off the border of the world is nice.
- When clicking buttons units go there - it's not a big thing, but you have to remember to deselect units.
- I don't really get why i won, enemy run out of food, or paying one tribute to god of destruction was enough?
- Game (oponnent?) seems to be too easy - assign one unit to each altar-thingies and enemy will never get them, as he uses only single units to wander around the map.
- Enemy barracks should be colored >:
- I didn't get to the part when world gets really small, so i didn't really get the feeling of the theme.
Nevertheless, this game has a potential to become something interesting, given enough time and work. In some missions Starcraft 2 used mechanics of removing usable parts of the map, and game centered around it may become similar hit d;
How the game become smaller it is very impresive, in term of graphics! Congratulations
I did't get how to controll the Mana and I think I destroyed all the red guys but I didn't win.
Anyway, had fun trying it out :)
I found the controls to be very unintuitive, though. In my opinion, one should always stick to the familiar when it comes to controls. In other words, don't forsake WASD unless you have a really good reason to, and in this case I don't see why the camera can't be controlled by WASD. Just this simple change would immensely improve experience of playing this game.
Some sort of gradual introduction to the tools and buildings and objectives would probably be nice too, to ease the player into the game.
I think at the core of this there's a pretty good game, but as it is now it's kind of hidden by the wall of unfamiliar control schemes and lack of direction. Improve the user experience a little bit, and I think you'll end up with something even better than what you have now.
Need a lot of stuff to be challenging.
But nice looking, and impressive work even so..
When I click to create a unit, selected units go where I clicked....)
The sound effect of the enemy kill is pretty memorable heh nice one.
Anyway very clean graphics and sound. Loved how world narrowing down.
Unfortunately there is not much here. My units are totally overpowered and even a small handful are enough to defeat a large group of enemies. The pacing is really slow, so it takes ages for the world to shrink and consequently it doesn't really feel threatening. There is just not much *game* to your game. After reading the summary I somewhat figured out what the game mechanics are supposed to be but I didn't find them very interesting.
This is such a shame, because technically you created something really special. It's just that the game experience itself simply feels slapped on. I gave the game high marks in all the places that I enjoyed and consider it a very successful and well-executed tech demo. In case you revisit the basic game idea and try to go in a different direction, I would be interested in giving it another shot.
https://www.youtube.com/watch?v=tDuO7KTgNEs