The Deific's Guide to Creating, Exploiting, and Destroying Pocket Worlds by Smiling Cat Entertainment

The title is pretty spot on to what the game is about. As a minor god, you just got your hands on the latest edition of the titular book, and will be setting down to follow the steps within in order to create small pocket worlds from various elements.
These worlds can in turn produce new elements, which can be incorporated into new worlds in order to form yet further elements.
It kind of reminds me of the game "Alchemy", with somewhat deeper gameplay, even though I did not start out with that game particularly in mind.
In the compo version, a total of 28 elements are implemented; it can easily be expanded.

Tips:
In order to advance, you WILL need to destroy worlds. A LOT of them. It will be a tough decision a lot of times.
You get +1% to your speed for every Space element in your aether.
You get +1% to your world building timer for every Time element in your aether.
For either of the above bonuses, you lose the bonus if you collect the element into a world.
Plus element will combine with other free elements when building a world to give x3 the normal production for that element.
Bugfixes:
Fixed a sleepyhead bug where I transposed elements in the master formula list, causing it to be hard to reliably generate Life, Death, Plus, or Minus Element using the intended in-game instructions.
Fixed a sleepyhead bug where I misplaced the check for the win condition, causing the win UI to pop up endlessly.


| Original URL | https://ldjam.com/events/ludum-dare/38/deifics-guide-to-creating-exploiting-and-destroying-pocket-wo |
Ratings
| Overall | 334th | 3.158⭐ | 41🧑⚖️ |
| Fun | 469th | 2.553⭐ | 41🧑⚖️ |
| Innovation | 34th | 4.053⭐ | 41🧑⚖️ |
| Theme | 120th | 3.789⭐ | 41🧑⚖️ |
| Graphics | 331th | 3.026⭐ | 42🧑⚖️ |
| Audio | 161th | 3.243⭐ | 40🧑⚖️ |
| Humor | 169th | 2.972⭐ | 39🧑⚖️ |
| Mood | 251th | 3.162⭐ | 40🧑⚖️ |
| Given | 79🗳️ | 83🗨️ |
I spent about 20 minutes playing, and unlocked ~10 elements. I think the problem I'm having is that early on the spawn rates for elements are really low, combined with the very large play space. Since elements are scattered far off when they spawn, it takes a good while to get a high enough density of anything you care about to reliably run it all down in 1 go. This leads to lots of waiting for progress bars to fill up, and there are no other mechanics to distract me from the wait.
I think I might enjoy it more if the play size was smaller and the spawn rate a bit higher. In that setup, there would be a lot more elements about, and the challenge would be to run the course to get the specific elements you wanted for your planet.
I like the element refining mechanic, but the current execution's a bit off, and the only end goal are ones I set for myself. I think if you tweaked those two things you'd have an excellent game. I also really liked the guide styling for the early tutorial. I couldn't find a way to reference it after the real game started, which was a bummer.
Overall, a decent game based on a good concept.
Maybe a little more instruction or speed up the game play
Music and sound were solid for a compo entry.
it is an interesting game, but it gets complicated really really quickly sadly.
as i said interesting concept, would be a fun play from time to time, with some better sound effects, and better pacing.
good work, and a nice creative idea :)
but when I tried to make a few worlds with water and or fire, they basically just produced base-elements again, and maybe 0.01 :droplet: or :fire:.
Anyway, the manual is both clearly and humorously written, and I'd no difficulty to find out what to do in what could potentially have been confusing, altough I needed to look around for what I created for a (small) time, since my first run took me some ways of the spawning point.
(Might want to leave out the word 'lame' though... it can be seen as a bit of an insult to handicapped people.)
There is an annoying issue with renaming worlds, in that, if I had previously renamed a world, then approached another one without clicking the mouse, the textbox of the next world would accept input, leading to a lot of worlds eventually named 'wwwww wsssssasww' and the like :grin:
With a bit of polish (maybe add a landscape and some jumping) I think you could get this to work quite well.
I wanted to have the aether repeat when the edge is reached, which would resolve some of the issues with getting too far away from the center, but I ran out of time to implement that.
Based on my limited knowledge of Wine and Linux, I would guess that the text rendering problems are due to the Arial font not being installed. I just have too little experience in Linux to confidently support a Linux build of the game.
As for performance, I tried this out on my 5-year-old laptop (that has an old Nvidia mobile chipset) and it seems to perform well, at least in the earlier stages of the game. The game probably at least needs a dedicated GPU; integrated graphics don't cut it for much that I create these days.
Since the guide is not available in-game after viewing the first time (another thing I would have liked to have implemented if I had more time), I added a reference poster above showing all of the element creation possibilities.
I really love that concept and scene you set up. The book and the element system are both fantastic! Glad I'm not the only one talking into a mic to make his sound effects for LD, lol!
First off, it is a nice concept, and well executed to a point. There are, however, very serious problems you need to address if you plan on turning this into a full game.
- First and most important: It is nearly impossible to find out what the formulas are just by playing. You MUST help the player with that in some way. For now, I strongly suggest you link this image I made into the description, so people can use it: http://i64.tinypic.com/2011ts.png (I had to look at the code to make this, it was very tedious and time consuming)
But for the final game, one possible way to address this would be to have something like a "journal" of formulas, that lists all the formulas the player has already discovered. That way you won't spoil the fun of finding the unknown elements, but the game can be less "random smashing of whatever elements you find" and more "let me make a world for this specific goal".
- The second thing I believe should be addressed in order to make this into a full game would be the motivation. Just discovering elements is fine, but maybe you could make more goals, like custom pocket world tournaments (even if without multiplayer, as some sort of campaign the player has to complete), or maybe make up some kind of story that you can progress through by creating specific worlds or having specific elements, etc. Achievements are also a possibility.
- After a long time the game world gets quite crowded. I did notice that the same element merges with another when they touch, but the world still gets very crowded later on, and it gets very hard to spot specific elements, specially if said elements are rare. Maybe there could be another way to spot elements from afar, or some sort of element search or map. You could also try to create some upper limit on the quantities of each element, to aleviate the crowding issue.
- Don't make Esc openning the menu and then that same Esc closing the game! Just don't. My first playthrough was unintentionaly closed because I tried to close the menu with Esc and ended up killing the game.
Now, onto the bugs.
- The "world naming" box itself is very buggy. It sometimes opens itself for editing spontaneously, without the "3" key ever being pressed. As a consequence to that, since I walk around using WASD, it is very common to look at the name box and see it full of random walking letters. That means "world names" are completely broken and unusable. After fixing that, you may want to lock the player's actions while the box is being edited: it is weird to unintentionaly walk and do random things while typing names, and writing 1 into the name may create another world by accident.
- After some time, there were some elements I could not collect. I think they were too high up for me to reach. I don't know how to reproduce that, but it was happening.
- I think this may have been intentional, but destroying worlds breaks their materials into many parts. I think it would be nice if a broken world returned elements already grouped in big balls, without breaking them (you can even still reduce the amount of returned elements the way it is, but leave them grouped). It would make the task of scavanging for a specific element much easier, since you would be able to make a world, destroy it and most of the elements you had scavanged would be all in one place for you to get them and continue scavanging.
I think that is about all I have to say. By the way, it took me 2 hours of gameplay time to collect every element, and I did that using the image I made since the beginning of the playthrough! I can only imagine how hard and slow it would be to do the same without it.
Those problems aside, I did like the concept, and it is kind of impressive that you made this for the Compo. Good luck developing it if you do continue, and thanks for rating my Little Scout! :)
Too bad I didn't come here after you made the image, it would have saved me some hours creating my hacked together version.
I would like to collect all the time ... i mean it just doesn't feel right that you see the stuff and your character just collects it in a small time frame.
I pay my respects for doing all that in compo time though ... i know how hard it is to get anything done in that time :D
One question came to my mind: Is there a way to open up the manual again, while playing? There should be a way, because the last page with the table of elements would be very handy at the start, especially when you already have created three of the basic elements (fire, earth, air) and you want to create the one that's missing.
Anyway, graphics, sound and especially the interesting crafting mechanic works well and would have made me play your game much longer, if my framerate wouldn't have broken down.
Very good game that you created in the short time of a compo!
First of all, while I've seen a few games in the "mix elements together" micro-genre before, I've never seen one in 3D, so full points for Innovation. Of course, straying so far from the path is risky, and the execution here has somewhat fallen through because of it. As other commenters have said, adding goals and closing in the place space could help, but I think you should also consider why it should be in 3D.
One reason I saw suggested above was adding a landscape to navigate instead of a white void. Another I could think of could be if you could manipulate how the elements moved. My thought was it could be interesting if you could cash in worlds with certain elements for objects to place around the play space (fire and mud for a statue that attracts orbs of a certain type, wind and action for a fan that blows elements in a direction, sand and water for a pit that traps elements in it, stuff like that). Perhaps something like that could help provide a reason for the players to gather these elements too?
If you do decide to continue with this game, I think there's a lot of room for you to explore, so hopefully you could make something real interesting!
The graphics were okay, there was not much of the of course so there is as well not much to say about it, but you did a good job with the book, I like that the tutorial was actually me reading a manual (and it included jokes, which is a big plus (from me at least)).
The music was nice, it was fitting and wasn't distracting at all and the sound effects were a bit "funny", but I guess you aimed for that feel (judging because also from the text in the book).
One thing I didn't really like, was speed of the game. It was a bit slow for me, but nothing too bad.
So yeah, overall a nice entry! Good job!
PS: You commented and rated my game (so thanks for that), but there was a bug and you said that you would like to see more of it, so if you want you can now, I fixed the bug. Cheers!
It was an interesting game which could have been more fun if the play area wasn't so big. It took me too long to find specific elements and it took too long to produce others, I got 10 minutes in and had only produced earth, air and sand. If it was quicker to get new elements it may have made it more fun.
I do like the concept however and with a few tweaks it could be very fun. Good job.
I feel sad cause it's the 1st game of the jam that didn't click for me.. Well, I guess I won't rate a game I can't understand, it's not really the point.
Well done though, it looks quite impressing for a compo!
Visuals in this game are interesting. One suggestion is toning down saturation on colors. Currently they are really bright (and hard on eyes).
To echo a lot of the other commenters, I think this could do well to be more "discoverable" - the interaction between different elements is interesting, but it's a slow burn and the game is pretty daunting at the start. Especially in a Ludum Dare game, it's really valuable to grab the player *right away* - the opening is great, but when I got into the game play I felt a bit lost.
There's some great ideas in here; with some polish and balancing they could really shine.
At first when I looked at the screenshots and then started to play it felt a bit complicated.
But after spending some time in game, I understood better what needed to be done.
I really do like when you create the world that the appearance of it is a mix of what you collected, props for that!
As some others already pointed it, the pace felt a bit slow. I don't know if it's because the movement are a bit slow, or if the map is too big, or the collecting time kinda quick, but I guess there is something around that could be change to provide a better a felling.
Something that would be nice, would be the ability to cycle between the different worlds you created to check faster what you are producing at the moment, or maybe a scoreboard displaying those kind of information.
In the end, I think you came up with a nice idea!