Whatever It Takes by SomewhatInfinite
Synopsis
You have made a deal with an eldritch god and must meet his demands if you want to live. He requires you to make sacrifices at a local temple to sate his craving. If you don't, then you will die. You must gather your cult and convince them that everything is ok while trying to kill of as many people as possible.
Gameplay
A strategy sim game
Control the activity's that your people participate in * Manage resources * Last as long as possible * Purchase Upgrades * Get Rich * Die

How to Play
(If you need additional help, such as what individual buttons and buildings do, there is a in game help button)
- Your goal is to last as long as possible by supplying your people food and supplying your god people.
- You can move people to different buildings by selecting the up arrow on the corresponding building.
- Once a command has been issued, it cant be taken back. So be careful not to wait time in a day
- Each day is 30 seconds, people take their actions if they are in a building by the end of the day, if they are outside a building, their action is wasted.
- The game ends if you god gets too mad or your people have starved.
This is my first game for Ludam Dare and first game in general (outside of tutorials). Hopefully I did ok for my first attempt! The source code is available for download directly from my itch.io game page, just scroll to the bottom where the download link is.
Bug Fix #1: Fixed end screen scoring for when you displeased god from always displaying 0
| HTML5 (web) | https://somewhatinfinite.itch.io/whateverittakes |
| Source code | https://somewhatinfinite.itch.io/whateverittakes |
| Original URL | https://ldjam.com/events/ludum-dare/43/whatever-it-takes |
Ratings
| Overall | 412th | 2.935⭐ | 25🧑⚖️ |
| Fun | 431th | 2.674⭐ | 25🧑⚖️ |
| Innovation | 382th | 2.795⭐ | 24🧑⚖️ |
| Theme | 194th | 3.619⭐ | 23🧑⚖️ |
| Graphics | 360th | 2.886⭐ | 24🧑⚖️ |
| Audio | 352th | 2.455⭐ | 24🧑⚖️ |
| Mood | 337th | 2.9⭐ | 22🧑⚖️ |
| Given | 23🗳️ | 14🗨️ |
A 'speed up' button or 'skip' button would be nice however, so I might not need to wait the full 30 seconds sometimes (I know I know patience, but its the 21st century).
Also took me a couple of rounds before I was comfortable with the game.
Overall, a sweet little game, not bad.
+1 on the waiting and "what does this building do" problems.
I also wasn't a fan of the villager reproduction mechanic. Why not just produce a new villager for every 2 in the huts? Even after reading the instructions, I wasn't clear on what the various bars mean, what they indicate, or how I win/lose.
Best part for me is the art.
Bit text heavy on the tutorial, and quite slow to play. I wanted to experiment a lot with your interesting system, but I could only try things at a snail's pace so I didn't really dig into the systems. In fact, I never sated my god. When he got mad I sacrificed people, but his anger level never went down. I sacrificed my entire population but two to him.. and he didn't seem to like it.
Another element that made it confusing a little was the way that the resources appear suddenly and all at once at the end of the day, instead of trickling in over the course of the day. It left me confused about what would (or did!) happen when I moved a character from one building to another mid-day.
In general when you have a complex system like that in LD, you want to go overboard communicating the secret state changes to the player. So like a little animation saying "this farm is working!" Even if it's a totally simple 2-frame cycle of the farm bobbing up and down or something, and its speed goes up or down based on productivity, that is enough. Then you have a little "Food "icon pop out each time it kicks out food. Then I can get a feel for your system. The way it is now, you have this cool system but only you the developer REALLY know what's going on! It's vital in these LD games where ppl only play a short time to make that stuff shine through... even at the expense of other features. That's my opinion, anyway!
Nice mood and some interesting complex systems here! Very solid first entry, and it even had music.
Again, thanks for your feedback! :v:
I don't especially think the number of buildings one needs to manage is too difficult to understand, but then again, I've been largely focused on population control only; the mining and wood-cutting buildings were extraneous coming from that play style. Personally, I would have increased the probability of a new meeple spawning, and also increase the number of food units made per meeple. I do otherwise think the sacrificing part adds an interesting twist to the regular formula, but it is quite frustrating at the beginning.