Tiny Terraformer by Wheffle




Youtube Preview Video
Description
You are in charge of terraforming a small planet that colonists will be arriving at soon. Balance the composition of the atmosphere using atmospheric generators and cultivate flora to build up a foundation for a healthy ecosystem. Sometimes unexpected stuff happens, so be prepared to put out a few fires and kill a few alien space weeds!
Assets
All of the code, art, and music is original (the game lacks sound effects). The tools I used are listed below:
- Game Maker: Studio
- MuseScore 2
Information
- Ludum Dare 38 Entry Type: Jam
- Platform: Windows
Links
Secrets!
A .png of your planet is saved at C:\Users\
Post-Deadline Update
I realized after the fact that users with 720p monitors might find it uncomfortable and annoying to play Tiny Terraformer due to it being stuck in window mode at a 1280x720 resolution. I pushed out a small update that adds a button to the main menu for toggling fullscreen mode on and off. Hopefully that makes the game more playable for our 720p friends.
Although nothing else was changed and it might still be fair to judge, I made a separate link for it just in case.
TinyTerraformer 1.1a Download (Fullscreen Edition)
About Me
I've been a programmer for a number of years and have worked on small personal game projects, but I rarely see them through to completion or share them publicly. I'm pretty excited and nervous to have finished my first game jam project and to get feedback for it. I worked alone for this project even though I entered it into the "Jam" category, unfortunately peripheral assets (music, sound, graphics, etc.) suffered a bit for it compared to other entries with teams, but since this is my first ever jam I'm not too worried about it. I'm happy with how it turned out and I appreciate any and all feedback! The community has been amazing so far!
Ratings
| Overall | 227th | 3.639⭐ | 38🧑⚖️ |
| Fun | 168th | 3.583⭐ | 38🧑⚖️ |
| Innovation | 171th | 3.571⭐ | 37🧑⚖️ |
| Theme | 89th | 4⭐ | 38🧑⚖️ |
| Graphics | 621th | 2.75⭐ | 38🧑⚖️ |
| Audio | 391th | 2.829⭐ | 37🧑⚖️ |
| Humor | 528th | 2.194⭐ | 33🧑⚖️ |
| Mood | 375th | 3.257⭐ | 37🧑⚖️ |
| Given | 54🗳️ | 67🗨️ |
Really nice how much content you were able to put into this game with disasters and planet changing mechanics.
Was able to slip in a small update with a couple more disasters to attempt to keep things interesting.
I loved managing my base in this game. I always had something to do; either my oxygen was too low, or I had to get my CO2 up, or I had to rescue my plants from those pesky alien insects (cute graphic for those btw). Reminds me a bit of playing Starcraft or Dwarf Fortress in the way that I'm constantly looking around and making improvements to my base. I like your spin on base management, where the objective is not to accumulate power, but to improve the environment around you. I've never played a game like that, it's always the opposite: building an industrial powerhouse and using up all the local resources. The limited amount of space on the planet was an awesome way to add nuance to the gameplay.
I'm not so sure it was necessary to have the player character walk around a circular map. It seemed like the core mechanic would have worked on any sort of map, and in a situation like that where something is not critical to the core gameplay, I would look to the games that have already provided tried and true solutions: for example, RTS games use isometric maps or grid-based maps. You can still impose space limitations on things like that, so it would still work I think.
This is a bit of a personal quibble, but I was a bit frustrated at the fact that I couldn't _do things as fast as I could think of them_ just because I was limited by how fast I could walk to the location I wanted to get to, especially in a real-time game like this. If this game was as tight as Starcraft in that sense, and the time/space/adversarial pressures were more menacing, I would be **so** into this game.
Overall very nice concept! I love it when Ludum Dare games show me something I've never seen before :grinning:
I agree with you that having a player avatar wasn't entirely necessary for a game like this, although I wouldn't always rule it out as a bad thing to do off the cuff. In this case, gameplay might have benefited from having more of an RTS control style, and the way it turned out was basically leftover prototype code from my original plan for a rather different game. That's the nature of a jam, sometimes you end up with some weird style choices and combinations I guess.
Thanks again for the comment and taking the time to try it! This community continues to be awesome.
Seeing the cloud forming up in the atmosphere as well as the vegetation growing around is sooo cool :)
The player character was not an issue for me, it really gave a perspective on the size of the world and fit the theme.
I also really enjoy the writing on the score screen.
A relaxing experience I advice you to try
(You can see me playing this game for the first time on the vod https://youtu.be/34z-nBWKdEw?t=16m57s )
The soundtrack was also really nice, fit the mood really well.
Graphics were fine, the animations on the player were particularly nice.
If you're interested, my final setup was something like 3 CO2 generators, 3 H2O generators, like 10 Nitrogen generators and a whole bunch of trees and bushes, which got me a 85% score with a 100% environment strength.
Overall fun game, I can imagine it having a lot more replay value with the addition of different planets that have different conditions for terraforming, and more factors to take into account.
The music really set the tone and it reminded me of playing sim-earth back when I was a kid. Your attention to detail was really good (clouds forming, plants growing) and while I'm not being called away and there's no pause function, I'll be revisiting it later!
I liked it a ton though so far. One of my highest rated.
The graphics are simple but effective and clear. Audio-wise I would have liked more in the way of sound effects, particularly audio feedback when tasks are complete but I understand the limitations of Ludum Dare all too well.
The tutorial was great, I had absolutely no trouble playing and understanding the game. It was all very clear and well paced.
I was reading the previous comments regarding the player character being necessary or not. On one level I agree that it could work without this, but I personally like the direct control over the little character, it made me feel more connected to the game world and also gave an additional challenge when I was finding insects and fires to put out.
Overall, a very playable entry. Well done!
Tip: Placing SFX might help, though I did enjoy the background music itself.
Tip: In particular, it could give more feedback about creatures (adversities) coming up.
Good job!
The music helped set the right mood, and the graphics were very clear - and no rough spots to report in the controls.
Nice entry!
We have always have something to do unless I thought, at first, that we most have to wait.
I really like the end of the game, with the summary of the game and its consiquencies.
Nice entry ;) Keep making games :)
I would also maybe suggest spending a little more time polishing the tutorial. Having the player auto-advance the text on their own when they need to sounds like a good idea on paper, but in practice the player will more often than not skip some text, or forget to advance it for a long time and wonder what they need to do next. Consider having a more guided tutorial that advances instructions as the player completes them. It might make for a smoother experience.
Also, maybe adding some sort of indicator that would tell you what numbers are increasing/decreasing would be nice. Maybe something like a "+1 metal" while you drill or "+1% Atmosphere" as it's generated by your factory thingies. It took me a while to notice the tiny number ticking up as I did stuff, and something like that could go a long way for some nice-feeling feedback for the player.
Sorry if all of these suggestions are coming across as harsh. I actually really like this game and this idea, and I would LOVE to see it improve into a full-fledged product, which is why I figured I'd throw in my two cents to hopefully help improve it. :) I love the cute little art style you got goin' on here. And there's tons of little polish that I really appreciated, such as the little drill bit changing its angle based on the direction of my mouse, and the particle effects accumulating in various places, such as they sky and wherever my drill bit was working. I loved that the planet slowly evolved as I added more stuff to it, and the peaceful music was nice and Minecraft-y, which lent itself to a very peaceful experience. :) I'd love to come back and play this if you decide to make some improvements in the future.

In my defense, I had a lot of moisture until a meteor took out most of my H2O producers near the end. Anyway... The combination of a player character and clicking on stuff was a bit weird. I would suggest focusing solely on the character (automatically interacting with objects you're next to without needing to point the mouse at them) or solely on the mouse controls. The graphics are alright, and I like the little details like the water showing up as you get more moisture. The game could definitely use more audio, though.
The little details were great, liked the grass and trees growing, stuff floating in the atmostphere, etc. I liked having to fend off the killer plants and dealing with meteors and fires also.
@palemachine I too wish I had made time to throw in a few sound effects, I think they would have added a lot to the game. But hey, it's a game jam. I'm not a composer so I admit I haphazardly threw the music together, but it's not supposed to be a grand score or a driving tune, just some background piano. The slow pace and gaps between musical sections are intentional, partly in an attempt to stave off letting the music get repetitive to the player. I was partially inspired by the app "TheoTown", the silent portions between the chill songs actually added a lot to the game for me.
@ColeSlaughter All great suggestions. The tutorial was something that I felt needed to be in the game after I realized how mysterious and complex the mechanics are to new players. I didn't think it through a ton, but I think for a game jam it's functional. A more fleshed-out tutorial would definitely be something I would add in if I continued working on it, especially one that doesn't eat up your game time while going through it (for some test players I watched 1/3 to 1/2 of the colony ship arrival time was spent reading the tutorial).
@Veralos Awesome .png upload! I love that people found that. The mechanic with having a player avatar and also pointing and clicking is a hold-over from what my original plan was (a shooter), but a lot of players don't seem to mind. A couple have commented that it seems weird. I think it's sort of like Terraria, so personally I think it's fine. If you take the mouse away, it might get confusing what your avatar is targeting for tasks because of the way the planet gets crowded near the end. If you take the avatar away, then I feel like you take a bit of the charm away as well. Thanks for bringing it up, though, it's something to think about.
@Meaty-McLazerPantz I would have liked to explain the mechanics a bit more to leave out possible ambiguity (with the numbers), or have worked it in such a way to be more intuitive. The tutorial at the end explains what a good % is for most stats, but I understand a lot of people end up skipping it. As far as jumping goes, it's most useful in the event of a volcano-- you'll need to jump over it for a few minutes to move around until it cools off. You can also jump over other hazards (fire, piranha plant) if you need to, although usually you'd probably want to take care of them immediately instead.
My only suggestion for improvement would be the music. I understand that time is short, but if you added in just one more instrument, like a violin or a drum, it would have been far more intersting to listen to. But that's just a small thing, so don't worry about it too much :)
Overall, definitely one of my favourite games this Ludum Dare. **Keep up the good work!**
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FATAL ERROR in Vertex Shader compilation
ShaderName: shd_lakefill
D3DXCompile failed - result
at gml_Object_obj_lake_Draw_0
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https://www.microsoft.com/en-gb/download/details.aspx?id=35
I really enjoyed this, I think it was a great end to a good stream. Really enjoyed chattering about the thought that obviously went into making this game accurate. Always neat to see a game with thought behind it!