Calor by stevenjmiller
Itch.io: https://steven-miller.itch.io/calor
Game Jolt: http://gamejolt.com/games/Calor/252143
You are an inhabitant of one of many small planets orbiting the star Calor.

In order to survive an alien attack, you must harness its energy. However, this power comes with a price, and the violent Calor can wipe out everything it helped to build.

Control the planet's rotation, make good use of resources, and fight off alien ships. The fate of your planet depends on it!

Update 4/24: Fixed some typos and a bug in the tutorial, fixed a bug in which multiple structures could be built in a sector
Update 4/25: Fixed another bug in the tutorial that resulted in it skipping some pieces of information
Update 4/26: Fixed a bug preventing structures from being built
| Original URL | https://ldjam.com/events/ludum-dare/38/calor |
Ratings
| Overall | 217th | 3.444⭐ | 38🧑⚖️ |
| Fun | 361th | 2.919⭐ | 39🧑⚖️ |
| Innovation | 74th | 3.757⭐ | 39🧑⚖️ |
| Theme | 150th | 3.73⭐ | 39🧑⚖️ |
| Graphics | 238th | 3.378⭐ | 39🧑⚖️ |
| Audio | 308th | 2.727⭐ | 35🧑⚖️ |
| Humor | 254th | 2.563⭐ | 34🧑⚖️ |
| Mood | 330th | 2.939⭐ | 35🧑⚖️ |
| Given | 56🗳️ | 38🗨️ |
Unfortunately, I feel like the scope for this one was its own biggest disadvantage. The tutorial honestly wasn't great. It's best to teach the player how to do by letting them do it than by telling them. I found myself rounding off paragraphs as I waited to get into the game.
Unfortunately, even having read the majority of the tutorial I still wasn't clear on what the *goal* was. I knew what I had to do, but not why or to what end.
I'd be interested to see you expand on this, either way!
One major problem: What is the point of it all? I fought some aliens, kept dying but not losing much and it just continued as if nothing had happened. Life on this unnamed planet orbiting Calor is very violent, but in the end mundane; Rince and repeat. A countdown to a final battle or to the arrival of reinforcements would have solved this problem right away.
A pretty sweet accomplishment. Have a diorama: :sunny: :globe_with_meridians: :rocket: :anger: :alien: = :boom:
As for the turbines, you are correct, the torque they would apply would actually make the planet spin on a completely different axis, as the torque naturally aligns itself with the direction of angular momentum.
TLDR: It's really a nice idea but it needs more ways in which it gives it feedback.
Music track is solid and didn't even feel like it repeated too much
As others have already mentioned, this was a very ambitious project. I really like the promise of what the mechanics will be. The idea of all these various copmonents interacting with each other is really compelling.
The mechanics of the sim and the combat felt really fresh and interesting. The graphics are pleasant and convey well what's going on. The intro sequence was cute and added a lot of character to your game.
That being said, I wasn't really able to figure out how to actually achieve something, so I went and built some stuff in different sectors and tried to keep them in the sunlight, but I didn't really feel I was working towards something, or trying to evade some pending doom. Then came a fight and I had totally forgotten details of the combat mechanics. I had to connect to a red node for attack and to a blue one for defense, and I could optionally pick up these other nodes on the way but didn't remember what they were good for.
I should note that I'm not really a simulation buff, so from my naive perspective it was all a bit tough to optimize both the sim and the combat.
Against the consensus here I actually enjoyed the tutorial, although I agree that it was a bit too long to keep all the aspects in my head. It may not be perfect, but you actually went through the trouble of making a tutorial, instead of slapping on a wall of text explaining what to do as many other games around here do.
I have to say that the music is a weak point for me. I don't know whether you composed it or used a tool like Wolfram, but it sounds like random notes without much of a musical structure. It kinda worked for [Carefulzilla](https://ldjam.com/events/ludum-dare/38/carefulzilla/) because it's a wacky game, but if time as an issue, I think I may have preferred some spherical, drawn out notes using a pad instrument to create auditory atmosphere.
So although it's not my cup of tea genre-wise, I still appreciate all the effort that went into the game. Definitely an innovative concept that very well deserves to be expanded on. Impressive game!
Also, PiP has been updated and can be found here https://ldjam.com/events/ludum-dare/38/$19665 but no new content was added as there were technical difficulties(more info at the bottom of the page.) so there's not a need to go and replay the game. I just thought I'd keep you in touch. Good Luck!
The combat system was also really interesting, though it would have been nice to be able to drag a line instead of clicking each hex. The visuals and music were both fine, and I especially liked the short story interludes between each mission giving some back story.
Overall, fun strategical challenge with a bunch of interesting ideas that carry it through till the end.
I've actually been toying around with the game recently and have been trying to turn it into a rouge-lite of sorts (basically survive for a certain amount of turns before help arrives), which I think would compliment the design better and hopefully allow for some harder enemies and more meaningful gameplay (things like having all of the structures and resources reset between levels really detracted from the management aspect).
It was an idea I messed around with during the event, but decided instead on a more structured experience so players would only have to restart from the most recent dialogue if they died and to save some time.
Oh and also, you commented on my game (thanks for that) and you said to tell you when I fix the bug it had - so I finally had some time and fixed it (sorry it took so long). Cheers
I got really stuck trying to understand combat, even after replaying the tutorial a few times. The length limit of the line seemed arbitrary and would change depending on factors that I didn't understand. So I just kept trying until the game let me draw the line I wanted...
So despite the fun I was having outside of combat, I eventually got frustrated and gave up (sorry, I really did try).
My main issue is with the game's pacing... The tutorial is overwhelming and after it you are directly dropped into the game. I failed utterly at parsing all the information and memorizing it for the game.
You should had introduced each mechanic separately, giving the player time to play around with it. Or, at least, it should be included in a README or on the game's page...
After surviving for two waves (i.e., two messages from the alien), I finally started to understand the game... But then, I had to manage everything happening while I tried to devise a strategy.
That aside, I really liked that you can control the planet's rotation. It took some time to get used to, but it's a pretty interesting and unique way to manage acquiring resources.
The battle system was also pretty cool! It took me quite a while to notice that the light-red tiles decreased the action by 1.
All in all, this is a nice game, but it has quite a big wall that must be overcome.
Connecting lines to make damage / shield events was confusing at first, but I picked up on it after the first battle. The tutorial did a pretty good job but if you had more time you would have been able to highlight features more cleanly perhaps.
You can tell a ton of work went into this, I hope you are proud! Great stuff and keep it up.
The planet turning aspect of things wasn't nearly as fun. I found trying to manage the supply stuff to stay on the sunny side a bit cumbersome, and the seeming randomness of the solar flares didn't help. I get the reasoning behind those 2 mechanics: you need to get the player to encourage them to move the planet around somehow, and have some sort of sacrifice to come with it. Ultimately, though, I felt like the level of randomness made an already-complex system that much more frustrating.
That said, I did get a hang of both things, and even managed to farm a good chunk of supplies before besting the final boss, so I clearly had fun to play it all the way to the end.
edit: we only have 2 months! wtf! panic!!!!!