Lead the Ants by matita

You're an explorer ant.
Lead your ants to the food and back home before the winter arrives.
HTML5: https://matita.github.io/lead-the-ants/
Source code: https://github.com/matita/lead-the-ants
| Original URL | https://ldjam.com/events/ludum-dare/38/lead-the-ants |
Ratings
| Overall | 551th | 3.091⭐ | 35🧑⚖️ |
| Fun | 513th | 2.909⭐ | 35🧑⚖️ |
| Innovation | 70th | 3.879⭐ | 35🧑⚖️ |
| Theme | 208th | 3.75⭐ | 34🧑⚖️ |
| Graphics | 688th | 2.364⭐ | 35🧑⚖️ |
| Audio | 481th | 2.194⭐ | 33🧑⚖️ |
| Humor | 563th | 2.103⭐ | 31🧑⚖️ |
| Mood | 581th | 2.833⭐ | 32🧑⚖️ |
| Given | 43🗳️ | 61🗨️ |
Very interesting idea!
Being my first time at doing a game, and obviously first Ludum Dare, I failed to plan my work, so I couldn't fit a little level design nor a random level generation at least...
I'm thinking about a post-jam version with different terrains and maybe some unexpected situations you have to resolve during some levels.
There was also a bug which occurred, that the ants just kept moving straight without being affected by the traces or anything (Only happened one time on level 9)...
The tutorial level was really good, but when I don't think you should play it again every time you don't make it.
Apart from that, really nice game and keep up the good work
This reminds me of the old days and "SimAnt." It kind of felt a bit like a guessing game (which way is the food?), but I love the little algorithm-driven critters (like real ants!).
I was waiting for additional challenges to appear, like competing :ant:hills, :ant: warfare, :bird::bird: or :man: :runner:! But nope, this is it. If the food supply is right next to your hill, it all basically boils down to: release pheromones, wait for 2 minutes... That is not interesting.
I also get a lot of slowdown on the WebGL build once 20+ :ant::ant::ant: are marching around.
This is a good base for something bigger. Keep at it.
The biggest problem is that the player has to spend most of his time doing nothing: click, wait several seconds to move, repeat, find food, place pheremones, wait a couple of minutes. Speeding up the player's move speed would help. Another idea to reduce downtime would be to add a game speed setting that lets you accelerate the game's speed through the collection phase.
A clever and original idea for a Ludum Dare game. Hopefully you'll be able to flesh out the idea into a game later.
I know the game is not very challenging for the player and there is a lot of time the player has nothing to do... maybe it would have been a better entry for the slow game jam :D
As I said being my first game and my first LD I didn't plan correctly my time, so I didn't have time to think and program some real challenge, so I focused on making the ants behaviour the most realistic possible. Glad at least this effort seems to have passed through!
Sure I still have a lot to learn in gamedev...
But as it is, the game's only challenge is to find the food. Once that's done, you leave a trace and just watch the ants pick the food.
Some suggestions:
- Let me speed up the time when I'm done leaving the trace, so that I can watch in fast-motion
- (Better than the last one) Give me something to do while the ants are getting food. For example, fight against some enemies, like worms trying to steal food from the ants.
- Have several food locations, and let food end more quickly. That way, I have to split the ants, and there might be a strategy in there...
Overall the concept is nice, and the mechanics are interesting. But to be a challenging game, it needs more diversity in gameplay.
First of all i think it is a great achievement to have a fully working game after your first game jam, so congratz for that!
To improve the idea you could add some obstacles that you have to go around and that might harm the ants, also some limitation to the amount of signals that you can set.
- Faster ants
- Simply drop the 'mining' they could just pick up the food and return immideately.
- I don't think the ants need sound at all. Only some game music and some confirmation and victory sound is needed, imho.
Neat little game. :)
It's kind of funny that most people either made games about planets or bugs :D
If you want to check out our game: https://ldjam.com/events/ludum-dare/38/dr-zorongo
It gets a bit repetitive after a level or two. Once you make a path to the food it's pretty much just hoping your buddies don't wander off otherwise there's almost no way for you to put them back on track.
Couple of improvements I'd personally like to see:
- A way to remove your pheromones, when you have too many the ants go crazy and there's no way to fix your mistakes
- keyboard control instead of mouse. I think I'll feel more connected with the game if I'm actually walking myself instead of directing with a mouse click.
- different terrains, maybe there's a terrain that hurts the ants, or some that speeds them up?
- multiple food spots that deplete faster so you have a more dynamic playing field
Considering it's your first time doing Ludum Dare, making a game and playing with Phaser, I'm impressed!
Keep it up and I can't wait to see your next game :grin:
It might just be me but I would have loved to just see a simulation of the ants, with the pheromones being handled automatically :P
@bestnickname actually it ended up more as a simulation than an actual game, so a totally automated mode should not be excluded!
As soon as I have time among work, playing, voting and commenting other games I will respond to all the feedbacks in my post-mortem post.
On the user experience side, I really wished for a button to restart the current level instead of having to wait for the timer to run out and then start all over again from level 1. That and the slow gameplay really was a test of patience and when I messed up a second time, I didn't bother going through all the previous stages again, especially because most of the time you just wait.
My suggestion would be to find something for the player to do once they had sent their peers on their way, such as clearing the path, if there are any obstacles, picking up some food herself, or fighting off evil, red ants that are also tapping into the same supply.
Nevertheless: A sold entry, much better gameplay than most of my submission so to date ;)
I agree on some additions to a gameplay -- obstacles, water, rocks, dynamic hazards, multiple food locations, time speed up and level restart button.
Nice work on the AI. It was fun to play and to figure out how it works.
But the idea is great, good job!:thumbsup:
My first request for your next version would be a choice of how to get the ants back to their nest from the food - right now you basically want a straight line, but it'd be neat if there were obstacles that got in the way, enemies that patrolled certain areas, or if the terrain was intricate enough that a straight line wasn't always the answer. To really explode the scope, you could have different types of ants - say, fighter ants that defend the line from other insects, but you only have a limited supply. It'd also be interesting to be able to traverse in a different way when you're scouting than when you're creating a path - for example, imagine something frogger-like across a little stream. You couldn't use that as your path back to the nest, but it could give you a shortcut to the food. A final thought (I'm still playing it, just beat level 3) - what if there were multiple food locations in a single level, none of which supplied enough food for your mission? That way you'd have something to do (continue scouting) even after you'd set up your first scent trail.
Great work, I'm impressed that it's just instantly playable.
HTML5 was a great choice, I should try it next time, I think this game has lots of potential ^^/