WetFeet by kruemelkeksfan
WetFeet is a strategy game, which challenges you to build a prosperous city on a small island. This island looks promising at first, but after a while you will notice, that global warming takes its toll and you will struggle to build a rocket and escape, before the rising sealevel makes your proud city the second Atlantis.
So hurry up and try to minimize your ecological footprint with high-tech buildings or just tackle your task of building a rocket head-on with dozens of factories.
The game is by far not as finished, as we wanted it to be. The most important missing things are camera movement hints, an indication of building costs and some balancing work. Therefore I used a few hours after the deadline to play our creation for the first time (yes, really) and tweaked the balance a bit and added some much needed texts. I would be grateful, if you could show us mercy and review the polished version, since its a lot more playable. Please consider, that one of our teammates could only help us 1.5 out of 3 days. The polished version took me around 3 hours, including playtesting and packaging.
Still research is not implemented yet (but you can press the buttons, if it makes you feel better) and both "Resources" and "Food" have no real use yet (except the spaceport), so I would recommend not to build Mines, Oiljacks or Farms, except the Hydroponic Farm, which is CO2-neutral and gives both Food and Resources.
Team:
Alfadas (Engine Work, Programming)
Rhiannon (Modelling, Music (which was not deployed for time reasons :/ ))
kruemelkeksfan (UI Design, Programming)


Ratings
| Overall | 1172th | 2.72⭐ | 27🧑⚖️ |
| Fun | 1234th | 2.333⭐ | 26🧑⚖️ |
| Innovation | 1134th | 2.5⭐ | 26🧑⚖️ |
| Theme | 1036th | 2.833⭐ | 26🧑⚖️ |
| Graphics | 1081th | 2.542⭐ | 26🧑⚖️ |
| Humor | 885th | 1.848⭐ | 25🧑⚖️ |
| Mood | 1079th | 2.313⭐ | 26🧑⚖️ |
| Given | 27🗳️ | 18🗨️ |
The camera felt a little too slow for my liking, and with the time pressure involved, it doesn't feel worth burning precious seconds adjusting the camera to get a nice view of my island. The terrain also starts to disappear if I scroll the camera down even though it's still well within the screen. I would also suggest some indication of how much time I have before the next level of terrain starts getting flooded, and how each type of building available influences that.
But overall, I feel like this could be a really good game once the features are all complete.
I do love the sense of urgency here, yet I feel it also has to be reflected in the camera movement.
A few issues that are mentioned above, but the most important part is, you finished an early version.
Please continue working on this one. All the best & good luck!
There is a painful lacking of a tutorial or full GUI, and it would be useful to have the amount of resources produced and the amount of resources needed to build above each building.
It is a shame that not enough is really there for the game to be fully enjoyable but nice try overall. Maybe think smaller next time.
Thank you all for your valuable feedback. I've spent the last week on version 0.3 and tried to build in some improvements based on your suggestions. I ironed out one or two issues with the building-cost display, added hints about the "why", when your buildings can't be build, and reworked the camera system from scratch. Unfortunately it didn't work out much better, but at least the automatic camera-switching was abolished and I've added a Camera-Movement-Speed-Slider in the menu. Last but not least I implemented some basic waves (which are basically just the water level going up and down in a sin-function), which took me way too long, but in my opinion add quite a bit to the visuals when zoomed in near the shore.
For more information and download links refer to: https://ldjam.com/events/ludum-dare/42/wetfeet/first-post-ld-version-out
Now, aside from that, here are a few simple tips:
- Your camera movement is wrong. No strategy games move like that. When you move around with WASD you should move the camera relative to the world, not the camera. That means W moves the camera north, A west, S south and D east, no matter what angle my camera is facing. Then you can use the scrollwheel or something like Z and X to zoom in and out, aka moving camera towards the ground.
- Remember to set your canvas settings to scale with screen size. Not constant pixel size. I'm playing on a 4K monitor and the text and buttons were tiny.
- I need button feedback. When I click a button that button should change color and a sound should be played. I understand you ran out of time, but this matters so much.
If you get a bad rating this Ludum Dare, don't get discouraged. Keep participating in game jams and try to beat your last score. Good luck! :)
Thank you for your honest and detailled feedback. Concerning your points:
(Camera) Thank you a lot, you are probably right on that one. While reworking the camera for v0.3 I felt, that it was not intuitive, but I couldn't figure out, how to do it better. Now I got it.
(Canvas) Valuable hint, I will consider this in the future.
(Button Feedback) You are right, that we ran out of time and this was clearly not a priority for me, since every button you can click on performs it's action immediately. Nevertheless I see that it's an important usability feature for post-LD versions.
(Unfinished & poor rating) I understand, that the game is unfinished in many aspects (Research not implemented yet, GUI looks horrible, clicks are sometimes not registered, sound, ...), but in my opinion the core-game-loop is implemented and already fun. This leads me to the question, why everybody is saying, that it is unfinished and needs more work, before it could be any fun. Is this
(a) because the game is only enjoyable for me because I'm biased
or
(b) because other people do have trouble understanding the purpose and objective of the game (as your comment is implying).
To explain the game a bit more detailed than the description:
Your final objective is to build the spaceport (Industry->Space-Spaceport), to escape the sinking island. To build it, you will need a large amount of every one of the 5 Resources (Workforce, Building Materials, Resources, Goods, Food), which are produced by buildings in the respective categories of the industry-menu. Exceptions are Workforce (whose buildings found under "Housing & Social") and the "Hyroponic Farm" found under "Food", which also produces Resources.
The buildings in the categories are arranged left to right ascending from "Low building cost, low output" to "high cost, very high output". To effectively reach the spaceport before running out of space, you will need (almost *balancing winks*) every building tier. The last production building of every production (except Resources), meaning Skyscraper, Sawmill, HighTech-factory and Hydroponic Farm, are CO2-neutral, meaning they stop the sealevel-rise, in case there are no other buildings left.
Therefore you have an objective (spaceport) and various ways of achieving it (many small buildings or only a few big buildings or Skyscraper/Sawmill/HighTech-Rush), which makes for a fun game in my opinion. Did I miss anything breaking this loop? If not, which part of it was not clear enough and would need additional hints for the player in your opinion?