SATIATE! by Secretmapper

An alien with an insatiable appetite has attacked your camp. Satiate its cravings using any means necessary... even if it means sacrificing your own people.
Wasn't able to add everything I wanted to. Namely, onboarding/tutorials could be a lot better, plus I originally envisioned an endgame where the goal would be to 'craft' a radar beacon to 'call in the cavalry' and kill the alien.
The basic gist of it is you need to have 'Food' equal or more than the 'Need' demand shown in the bottom right. Otherwise the alien will eat you. You can get 'Food' by farming, or throwing people to the dispenser (Blue factor).
Move around with the arrow keys, pressing space will make people near you 'follow' you. Pressing 'Z' near a building will assign one follower to that building.
| Source Code | https://github.com/Secretmapper/ld43 |
| HTML5 (web) | http://satiate.surge.sh |
| Original URL | https://ldjam.com/events/ludum-dare/43/satiate |
Ratings
| Overall | 96th | 3.74⭐ | 52🧑⚖️ |
| Fun | 196th | 3.392⭐ | 53🧑⚖️ |
| Innovation | 131th | 3.51⭐ | 53🧑⚖️ |
| Theme | 66th | 4.059⭐ | 53🧑⚖️ |
| Graphics | 158th | 3.627⭐ | 53🧑⚖️ |
| Audio | 90th | 3.549⭐ | 53🧑⚖️ |
| Humor | 149th | 3.15⭐ | 52🧑⚖️ |
| Mood | 122th | 3.531⭐ | 51🧑⚖️ |
| Given | 27🗳️ | 31🗨️ |
P.S: SFX scared the crap out of me at the end.
All in all, a super well made game in 48 hours!
in my eyes it is a little to hard - i keep getting eaten before i get in the flow
Also thanks to everyone who played :heart:
(I really love it though - it has me hooked!)
Glad you enjoyed the game! <3
So this is a great mix of mechanics and more narrative weight working together with the theme of the jam. At first I wasn't feeling it and I was about to give up, because the alien's hunger was tuned too high between rounds. But then I stopped thinking of the people as people and it all came together with a sadistic click. Or a microwave *bing* as the game itself provides.
This isn't the puzzle game I originally concluded it was when I figured there is an almost dictated order of constructing buildings. As a quick aside here it may be a good idea to limit the first building choice to only a propaganda tower for this reason to smooth out the difficulty. Instead it's a single player, economic match of Starcraft only the people are the economy you manage. There is a lot of micro here. You're scurrying around scooping up units with space bar and then putting out fires by using them on empty production buildings. Which mostly produce more units to scurry around micromanaging.
In my last round before the game crashed I had so many people I wasn't even paying attention to the food meter anymore. The food processors (bing!) were just another building that I had to keep close to 100% uptime on production runs. It made me feel like a monster, but then that feeling deepened and I realized that the alien in the sky had just made this business as usual. Shoving someone into a food processor to feed the beast in the sky was now Tuesday.
A few things, good and bad:
I don't like have fussy the game is on registering inputs on grabbing followers and assigning them. It never felt smooth.
The sound effects were fantastic and were my favorite part of the game outside of the experience of running a human slaughter house.
I wish there was a round cycle on the screen to show how many times the alien has fed.
The guy saying "You need me where?" started to sound like "You need me rare" as time went on which was hilariously dark to me.
I'm not sure if having the player move a person around instead of an RTS mouse interface is the best decision. I do mean this precisely as I'm saying it though: I'm not sure. It might be better how it is but it's worth bringing up.
Lastly I thought another twisted moment was when I started prioritizing stressed people to go into the food processors. They were just done working and needed to relax--then off into the machine to become paste. The game was really successful in making the scenario so messed up.
I loved the fact that as you noticed, it made the 'sacrificing' routine! That was an intentional part of my design - hence the 'oppressive' font aesthetic and the 'march' like music.
The inputs as you said are a bit touch and go. I was thinking of adding a 'glow'/'border' if someone is selected/near enough to be called, but lack of time, etc.
The controls were actually a deliberate decision of mine - I wanted to add the frantic feeling of having to move around and trying to do all these things at once very directly, as if you're some sort of dictator whipping slaves to their death and just using them mercilessly :laughing:
Thanks for again for playing! It looks like I was able to convey the main mood that I wanted to bring out and the franticness of it! If I release a post-compo version I'll definitely include what you mentioned, as I believe they are valid points.
Hearing the people saying "Aye aye" then run into the grinder and screaming is cool.
The sound effect and the 8bit Bgm is also great. I love this game.
The gameplay was a bit confusing to me because I didn't understand how to attract new people into my camp and yet I needed food so I sacrificed all the workers but no more came. Some sort of tutorial would be very nice to have as you stated in the description.
The controls were interesting because instead of a traditional RTS game you actually played in the game as a character and you felt more responsible when killing people for food than you would have if you had implemented the standard box selection system.
Well made game with a lot of content. :smile: