Swords & Forks by IggyZuk
The board ain't big enough for the both of us. Construct buildings. Feed your peasants. Recruit knights, and wipe out the opponent.
I ran out of time and was unable to implement the tower, castle and the knight. Overall, with a bit more work this could turn into a brutal micro-RTS.
Instructions
To speed up use 1,2,3,4 keys. Click on a building on the right and then pick a tile to place it on. Houses automatically create 1 peasant. Windmills plant wheat around itself. Lumberyards plant trees around itself. Peasants wonder around and pick up goods. Click on a building to upgrade it. It will perform better, and faster. Towers and castles don't do anything. There is no way to win.

| Source code | https://bitbucket.org/IggyZuk/ld42/src |
| HTML5 (web) | https://iggyzuk.itch.io/swords-forks |
| Original URL | https://ldjam.com/events/ludum-dare/42/swords-forks |
Ratings
| Overall | 377th | 3.346⭐ | 28🧑⚖️ |
| Fun | 220th | 3.5⭐ | 28🧑⚖️ |
| Innovation | 140th | 3.635⭐ | 28🧑⚖️ |
| Theme | 289th | 3.704⭐ | 29🧑⚖️ |
| Graphics | 227th | 3.593⭐ | 29🧑⚖️ |
| Mood | 383th | 2.891⭐ | 25🧑⚖️ |
| Given | 42🗳️ | 0🗨️ |
Good game !

*Hopefully the planet doesn't explode from overpopulation.*
Gameplay wise, this is one of the best I've played this Jam. Keep up the good work!
Keep up the good work! :smile:
https://www.youtube.com/watch?v=9yDyS27Iams
1. Hovering over the build tiles should display the price, like it does when hovering over an existing building.
1. When upgrading a building, the (displayed) upgrade price doesn't update until the mouse is moved away from the building and then back. I wanted to try a strategy in which I only upgrade my townhall using the resources generated by my townhall, so I kept my mouse over it until I had enough lumber to upgrade it again, and at first I couldn't understand why I couldn't upgrade despite seemingly having enough lumber to do so.
1. When the peasants eat, the wheat goes to the cell the peasants were in at the beginning of the animation instead of going to the peasant's location. This was confusing because it sometimes looked like the wheat was going into the red cells, and so for a while I thought my opponent and I were sharing the same resource count and that for some reason our buildings were consuming wheat.
1. When the peasants die of hunger, the pink explosion attracts the eye but does not explain what just happened; since I was not looking at the peasant before it died, I have no idea that there was a peasant there, only that there was a pink explosion. Since these explosions seemed to occur equally over cells of all colors, at first I thought the map was being bombarded by mysterious pink bombs.
1. Since it takes a while between building a house and a peasant getting out of it, it is easy to miss. It took me a while to figure out what the houses do; at first I thought they'd raise the maximum number of units like in warcraft, especially since there is a prominent "2/2" which implies that there is a maximum of 2 units. I still haven't figured out what that "2/2" means nor how to get either number to change, and I also haven't figured out what upgrading the houses do.
Despite all this, some of the UX was great: animating the resources towards the things which spend them and from the things which generate them makes it very clear what is going on, and animating the resources as they grow rather than only spawning them fully-grown at a slower rate allows those resources to stick around long enough to make it possible to figure out that they spawn around the corresponding buildings.
Speaking of which: we are competing with the AI to take control of the spaces before they do, but at the same time we need to leave spaces empty so that resources spawn on them! It would make more sense it it was possible to claim an empty space without preventing resources from spawning on it, or if we could destroy the enemy buildings in order to make the spaces free again. If we were the only one constructing buildings then this would be an interesting tradeoff between using a space for resources or for buildings, but since the AI will build on those cells, we instead have a perverse incentive to destroy the environment before our opponent does. Which, now that I think of it, is a pretty hands-on way of demonstrating how the capitalism model can be ecologically harmful, so if that was intentional, bravo!