Power Rancher by SeanW

Power Rancher
Welcome to the future!
The year is 2120. Power has become scarce. You are a "Power Rancher," someone who farms their own power on their ranch and sells it off to the highest bidder.
The problem is that the government has required that you sell power at a discounted rate to the nearby city. And if you ever don't have enough for them... well let's just say you don't want to find out what happens.
By the end of day 1 you must have 10 Power Units to give to the city. Day 2: 20 Units. Day 3: 40. And so on.
Instructions:
Move with WASD. Open Build screen with B. Open sell screen with N. Click to build, right click to destroy.
To reread the in-game tutorial press 'i'.
Good luck!
P.S. Don't forget to follow me on Twitter! https://twitter.com/SeanWhiteman_ And Twitch! https://www.twitch.tv/seanw265
For some reason my source isn't showing up so here ya go: https://github.com/Seanw265/LD39
| macOS | https://seanw265.itch.io/power-rancher |
| Windows | https://seanw265.itch.io/power-rancher |
| Original URL | https://ldjam.com/events/ludum-dare/39/power-rancher |
Ratings
| Overall | 340th | 3.304⭐ | 25🧑⚖️ |
| Fun | 466th | 2.864⭐ | 24🧑⚖️ |
| Innovation | 391th | 2.957⭐ | 25🧑⚖️ |
| Theme | 152th | 3.826⭐ | 25🧑⚖️ |
| Graphics | 86th | 3.957⭐ | 25🧑⚖️ |
| Audio | 64th | 3.696⭐ | 25🧑⚖️ |
| Humor | 242th | 2.611⭐ | 20🧑⚖️ |
| Mood | 149th | 3.4⭐ | 22🧑⚖️ |
| Given | 23🗳️ | 21🗨️ |
That is a good concept for a farming game, good job! There are couple of things I want to mention if you don't mind :0)
- There was no need for a walking player I suppose, game can be player only using UI and keys.
- How many U needed for the day could be indicated on the screen as well.
- Rather than ending the game, low production could be punished by a fee.
I'm usure if I'm doing something wrong, but I found it very difficult to sell enough energy to be able to buy enough things for the growing demand right from the start.
PS lime.ndll is for -Dnext AFAIK, so you don't need both *ndll.
Ff this got fixed and the power was increades linearly (10, 20, 30, 40, etc), it could have created a very nice gather-wait-improve loop.
The fundamental problem is most of the items are just plan worse then the second windmill. At the start, with the default $500, I can buy two "slightly newer" windmills, which gives me the most power output compared to every other combination at the start (Technically, I could buy 12 camper generators, but since we're limited to 6 plots, that's out the window). Since you need to have x amount power each day, and selling power gives you very little money, you just never really make a profit to buy another generator without running the risk of not making enough power, meaning you can never buy anything better then the second windmill (meaning the 3rd windmill and 3rd generator are impossible to get).
The batteries end up being useless. The second and third batteries actually give you less power per dollar then the $10 battery, and amount of power the $10 battery gives is less then you'd make selling the 10 units of power (Since 5 units is roughly $3 at the max, you end up spending $10 for $8 or less power).
At $3 for 5 units, the windmill takes roughly 695 seconds, or about 7 in game days, to make a profit, but the city takes out $630 in power by day 5 (minus some money the city gives back). Meaning, you never actually turn a profit from the starting $500 dollars.
Sadly, unless I'm missing something, this means the game is quite broken. But the music really adds to the relaxing nature of the game, and the sprite work was really quite well made and animated. I do wish the game ran in the background though, as it feels like the sort of game that should.
Audio: The single track this game sports is pleasing to the ears, and it is fitting to a relaxing farming simulator.
Humor: Each item's description boasts a tame lighthearted humor, which is fitting to the graphics.
Mood: The graphics, audio, and humor work well together.
Theme / Innovation: The game utilizes the theme well, albeit not in the most original (nor the most well executed) way.
Fun: The game doesn't seem to have been playtested. The exponential growth of the daily energy requirement makes the game impossible. The exchange rate for energy to money is way too low, as is the money that the city gives you at the end of each day. Due to these factors, the player cannot reliably make their initial $500 back. Ultimately, the game has a very limited fun factor due to being both slow and impossible.
Overall: While the game may boast good graphics and audio, its fun factor does not match.
Graphics and sounds were very solid, I loved the simplicity and how everything felt alive with their animations.