Whatever It Takes by SomewhatInfinite

[raw]
made by SomewhatInfinite for LD 43 (COMPO)

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

Main.PNG Capture3.PNG

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

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🗨️

Feedback

Secretmapper
03. Dec 2018 · 04:24 UTC
Neat! We have a similar idea - a tycoon sim where you sacrifice your own units!
Darylsteak
03. Dec 2018 · 04:29 UTC
The game has some nice sound and music and the graphics were neat.

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.
🎤 SomewhatInfinite
03. Dec 2018 · 04:33 UTC
@darylsteak Thanks! I was considering adding a skip button into the game but unfortunately ran out of time. I'm glad that you liked what you got to play
🎤 SomewhatInfinite
03. Dec 2018 · 04:33 UTC
@secretmapper I will have to check that out!
mcovert
03. Dec 2018 · 04:49 UTC
With so many buildings, it's easy to forget what everything does - a quick reference card might have been nice, or some text labels or something. Was pretty nice though - we almost made our game with a similar worker assignment flow, until we decided to drop people on things instead.
🎤 SomewhatInfinite
03. Dec 2018 · 05:10 UTC
@mcovert I will keep that in mind for future versions. I sometimes forget that other people haven't been staring at my design docs for the past 48 hours on what buildings actually do, woops. Oh well, things to work on for next time.
reecer9714
03. Dec 2018 · 05:23 UTC
Nice game I also did a similar village tycoon game with an sacrificial alter.
Anyonebacon
03. Dec 2018 · 05:50 UTC
I like the style and strategic gameplay. Quite a good entry :)
wdelvi
03. Dec 2018 · 06:22 UTC
I got rather bored playing the game, and had a hard time dealign with the amount of text in the tutorial. But it is a super impressive feat for 48 hours. A whole world sim!
🎤 SomewhatInfinite
03. Dec 2018 · 06:27 UTC
@wdelvi fair, it is pretty text and rules heavy. Likely wouldn't have been as bad if I had added tooltips to the buildings, too late now though. Thanks for checking it out at least.
WongKongPhooey
03. Dec 2018 · 10:33 UTC
A nicely presented game with a strong connection to the theme running through it! I like how strategic it gets. Well done!
foxor
03. Dec 2018 · 15:18 UTC
I liked it.

+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.
CalLavicka
03. Dec 2018 · 16:41 UTC
Nicely done! Fun to play. The only real problems I have are that there wasn't a lot of feedback for the sacrifices I was making (I was sacrificing 2 people each turn but the bar never went down), and that reproduction feels luck based. Overall though it's really well done and could easily be expanded into a fuller game.
pkenney
04. Dec 2018 · 02:15 UTC
Great moody art of the grim cultist village fit the thematic idea well!

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.
🎤 SomewhatInfinite
04. Dec 2018 · 02:43 UTC
@pkenney Thanks for posting such a in depth critique of my game. I agree with a lot of the points you made and hope to do better in ludam dare 44 next year. Making sure to including more visual and audio feedback is likely going to be higher on my priority's and I will also try to scope down a bit more so I have more time for polish.
Again, thanks for your feedback! :v:
Omiya Games
16. Dec 2018 · 21:14 UTC
The game takes way, waaay too long to play. Problems I see immediately are the very low probability of increasing the population (which isn't good when the starting population is small from the first place), and the need to devote at least half on to making food, which further worsens one's ability to increase the population. I can already see myself wasting 20 full minutes (40 cycles) just trying to build a larger population alone. As prior comments have made, a skip button would have drastically reduced my frustration.

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.