Clone Colony by tmpxyz
Clone Colony is a turn-based strategy game. You are leading a team of clones to colonize a new planet.
You can gather two kinds of resource: power & mineral. Make new clones and feed them, build chips to upgrade them. build new bases, build weapons & barrier to counter 3 waves of alien hives. You will win when you destroy all the hives.
Use mouse to select and scroll screens, scrollwheel to zoom;

The Post-LD version added Tips & tutorial and modified many data settings, the scoring doesn't matter, please download the post-ld version and tell me how do you like the game design. :smile:
| Windows | https://tmpxyz.itch.io/clone-colony |
| Original URL | https://ldjam.com/events/ludum-dare/39/clone-colony |
Ratings
| Overall | 478th | 3.283⭐ | 55🧑⚖️ |
| Fun | 614th | 2.849⭐ | 55🧑⚖️ |
| Innovation | 481th | 2.962⭐ | 55🧑⚖️ |
| Theme | 731th | 2.868⭐ | 55🧑⚖️ |
| Given | 69🗳️ | 44🗨️ |
I were demolished a couple of times by hive. But I was happy with game mechanics) I think balance needed an adjustment, but it is a great entry!
:metal: **Overall: 5**
There is a lot of potential in here. Maybe add a document to your game's post so we can try again?
graphics are the best part of this game
well gameplay also was fun
but graphics are the best part of this indie experience
Bug: elite ennemy falls under the ground, they are invisible and you loose your APs if you don't perform the attack action on their hitbox.
Great work, I may come back at it.
Here is some of the error log if it helps you (The whole thing didn't fit). Don't know if it does...
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony.exe
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\globalgamemanagers
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in
PC\CloneColony_Data\globalgamemanagers.assets
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\level0
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\level0.resS
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\level1
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\level1.resS
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\Assembly-CSharp-firstpass.dll
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\Assembly-CSharp.dll
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\Assembly-UnityScript.dll
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\BasePlugin.dll
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\Boo.Lang.dll
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\DOTween.dll
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\DOTween43.dll
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\DOTween46.dll
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\DOTween50.dll
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\MonitorComponents.dll
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\Mono.Data.Tds.dll
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\Mono.Security.dll
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\mscorlib.dll
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\Newtonsoft.Json.dll
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\SkelePlugin.dll
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\System.Core.dll
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\System.Data.dll
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\System.dll
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\System.Transactions.dll
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\System.Xml.dll
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\UnityEngine.dll
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\UnityEngine.dll.mdb
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\UnityEngine.Networking.dll
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\UnityEngine.Timeline.dll
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\UnityEngine.UI.dll
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Managed\UnityScript.Lang.dll
! C:\Users\user\Desktop\rebuilt.CloneColony.zip: Unknown method in PC\CloneColony_Data\Mono\EmbedRuntime\mono.dll
This is very impressive though!
Really liked it! Well done!
-I'm still quitting and restarting game to have good clones stats, and I feel it is mandatory since a weakness in one field would set up for a very short game, so a restart button could be nice.
-Power is always the limiting resource (which fits the theme indeed), while I'm stockpiling minerals. Maybe there could be a generator room where we can convert minerals into power.
-Enemies hit hard, and them being able to play right after spawning make going for the hive a suicidal mission. And we don't have ways to improve clones health, so they're set to die. It could be a feature, idk, just pointing out.
-AI seems to play randomly sometimes, not many times, but that's still strange go back-and-forth or that genre of plays...
-Rooms die in one hit, regardless of enemy strength and shield HP.
-Range isn't limited, you can pick which enemy you want regardless of the range stat.
-Maybe putting different colors on higher tier enemies woul make the board clearer to read. Also I would really appreciate to be able to change clone outfits to fit the role I'm giving them, even if at the moment I didn't manage to have enough of them for it to be a problem.
> -Power is always the limiting resource (which fits the theme indeed), while I’m stockpiling minerals. Maybe there could be a generator room where we can convert minerals into power.
In the original design there is a merchant in the command (as you can see the second slot in command center is gray-out), it's supposed to provide convert between resource and sell chips & weapons, the price is dependent on the clone's bargain attribute, basically a (6 - bargain_skill) mineral -> 1 power ratio.
Well the bargain attribute is still there, but the trade mechanism is not implemented yet.
> Enemies hit hard, and them being able to play right after spawning make going for the hive a suicidal mission. And we don’t have ways to improve clones health, so they’re set to die.
Ah, you make a good point here, indeed my original idea is to make players to push forward with (base + barrier) combination. But the kamikaze enemy is not a good idea, should fix it.
> Rooms die in one hit, regardless of enemy strength and shield HP.
> Range isn’t limited, you can pick which enemy you want regardless of the range stat.
Might be bug, I will check & fix them.
I truthfully didn't manage to get very far, so i couldn't check up on all the content that's present in the game.
Does the machine-gun intentionally do nothing when the base where its installed gets destroyed? It was just floating there xD
I find the icons to be a little close, maybe having some color would help discern between them more easily too.
The graphics are nice and the music works really well too. Also like that there's another track for then the action is getting heavier.
The mining felt rather tedious though to be honest, you have to spend soo many points before getting just a few ressources.
All in all, full of content. Was fun trying it out :)
* Fixed a bug of hitting out-of-reach enemy;
* Lower the AP cost for some work;
* Raise the clone headcount limit
* Give players some chips & weapons at the start;
* Lower the enemy attack in the 2nd & 3rd waves;
Nice idea, I was kinda disappointed each time I got a "merchant" out of the clone factory. Now that I think of it, would it be a good thing that player can choose the "class" of its new clone? Since stats seems related, it could help player build a strategy. But I believe there are better "classes" than other right now, fighter & ninjas seems to never disappoint, where "guys" I never got very lucky with them.
>Ah, you make a good point here, indeed my original idea is to make players to push forward with (base + barrier) combination. But the kamikaze enemy is not a good idea, should fix it.
Oh, I didn't realize that. In fact I didn't build any new rooms as the three clones limit on each one was well enough for my needs, and I always wanted more of the chips/clones/barriers/tesla coil... I don't really know if building new room is expensive or not.
Now I think the game would be balanced for new players to beat (well, at least after they grab the idea)
Played the 1.06 version and it is solid. The simulation is well though out. There are loads of actions, but all have a purpose. The same goes for stats, no fluff there. Each action has a direct effect in the world making it clear what they do and how. The only actions lacking feedback at the moment are those building something over multiple turns. The current project and its progress aren't indicated anywhere by the looks of it.
Now there is a big'ish problem though. It UI is slow to use. It took me 66 days, nearly 2 hours in realtime, to finish the 6 enemy bases. The slowness can be attributed to a few aspects of the UI:
* There is no way to quickly see which clones have AP left. You need to go through them all one at a time, if you forget who has already finished working this turn.
* Clones often times end up with 1 or 2 AP which they simply cannot use. It would be nice if actions like mining and searching could be used with less AP for worse results. This would speed up resource gathering and as such speed up the whole experience.
* No toggle actions. If I want one of my clones to simply stay put farming food, I still have to go click their farm action button each and every turn. Having certain actions, like farming, being a toggle switch instead would be much more pleasant. If I want the farmer to stop farming, that is when I have to click again. Otherwise they automatically farm when the turn is ended.
It is worth pointing out that, despite the slowness, playing is exciting. I only lost two clones, one to hunger early own and the other a civilian casualty in battle, yet there was always a sense of dread in the air when more and bigger enemies started spawning in.
Great work! There is even room for expansion here, so hopefully you keep working on this (or similar projects in the future).
Maybe you should make the player learn step by step instead of a big browsable tutorial... but once you get the gameplay the game feels pretty nice and well planned.
Good job! :)