Higher Ground by LandoSystems

## Controls:
- Left-Click to select things
- Click & Drag to pan the map
- Mouse Wheel to zoom the map
Many actions have hotkeys - eg. [SPACE] to switch characters, [ENTER] to end turn
## Game:
:ocean: Ocean levels are rising!
Guide the natives to Higher Ground :mountain: within 70 turns :clock: before they get flooded out.
This game was developed with the rad LibGDX framework :two_hearts:

### About the Team:
LandoSystems is a group of jammers from Madison, Wisconsin that varies in size from 2 to 12 people. This is the team's 13th Ludum Dare game!! :grinning:

### Team Members:
Code: - Doug Graham dsgraham - Brian Ploeckelman PalpatinesSmile - Brian Rossman - Colin Kennedy - Ian McNamara - Alex Harding
Additional Code: - Brendan Baker
Art: - Troy Sullivan - Luke Bain
Sound / Music: - Luke Bain

We hope you enjoy the game! :fingers_crossed:
Secret plug for Zendo Games
| Original URL | https://ldjam.com/events/ludum-dare/38/higher-ground |
Ratings
| Overall | 78th | 3.958⭐ | 26🧑⚖️ |
| Fun | 90th | 3.833⭐ | 26🧑⚖️ |
| Innovation | 130th | 3.696⭐ | 25🧑⚖️ |
| Theme | 29th | 4.292⭐ | 26🧑⚖️ |
| Graphics | 337th | 3.652⭐ | 25🧑⚖️ |
| Audio | 169th | 3.565⭐ | 25🧑⚖️ |
| Humor | 493th | 2.278⭐ | 20🧑⚖️ |
| Mood | 214th | 3.591⭐ | 24🧑⚖️ |
| Given | 21🗳️ | 21🗨️ |
I have only 3 small issues.
1. What is the point of gold?
2. I never saw a reason to build more settlers (more mouths to feed) (is that what the gold was for?)
3. It would have been great if the window was bigger. I felt like I was playing on an index card.
Other than that, I loved the art, the sound, and pretty much everything else about it. I'm glad I took the time to install Java to play it.
@archimagus Glad you liked it! You're right that the gold is used for getting more people (building huts requires gold). The reasons to build more settlers are to increase the amount of resources you can gather, or for safety if you are worried that you're losing too many people. Also bragging rights :grin: As for the window size, if you play on the web you can zoom the page and that zooms the game too. We ran out of time to support window resizing on desktop, sorry!
I had much fun and with different levels, higher difficulty and different objectives I can see this game beeing very addictive. :)
A couple points of feedback:
* It would be nice to have a larger window (I played on the Web, so maybe the desktop version is bigger?)
* There did not seem much point in adding settlers, so I never did. Perhaps this could also be part of the difficulty ramp-up?
* I never did anything but harvest trees and cows, build ladders, and move. What is the point in the other items and actions?
I really like the graphics and the audio ambience. Every piece of sound fit well within your theme and added to the mood greatly. Well done!
1. reach the snow
2. have 6 or more natives
This would require you to add natives which in turn requires more resources which in turn makes the tool upgrades more interesting.
But even without that, I had a really fun time playing it.
It would be nice to see some more game play mechanics, like predators that can eat your villagers. Other than that I don't have too much. This game is pretty solid as far as everything else goes.
On web, I thought the window size was way too small. I use a 1440p monitor, and the play area was postcard size at best, with way too much fine detail for that size. A larger play area would make it more comfortable to play and maybe could have allowed you to zoom the view out a bit, reducing the scrolling needed.
Menus animated too slow, which was annoying and made action selection feel buggy. I would often click an action and click a location before the animations finished, which had the effect of selecting the tile I clicked instead applying the action to that tile.
The tile heights and sea level rise per turn were not clear. I lost one villager because he was harvesting in the first plateau area, and he had moved into an area that was marginally lower than the surrounding tiles. I had no way of gauging that tiles' height relative to the water level. Also, it wasn't easy to tell how many turns you had until the water would rise above a given tile. That information is really important if you're trying to optimize villager moves. Perhaps some different tile sprites for high water and cresting water (foam and light flooding?) would have made it very apparent if 1 or a few turns were left.
All right, with that out of the way, now to the fun stuff. The action economy was well balanced, if simple, and the distribution of goods on the map encouraged you to split your workers to be effective. I feel like multiple playstyles are viable, and I was able to plan ahead for things like when to build tools and how much food/wood to bring to the mountains.
The forage mechanic was a nice way to prevent players from bricking themselves, although I think its powerful enough that it may be viable to straight up forage your way up the mountain. Also, distributing the iron higher up made me want to rush a scout up ahead to upgrade tools so I could harvest wood more effectively. All-in-all, a fun little strategic experience. Thanks for making it!
fun little game, art style is really cool, rules were nice and simple so I could pick it up pretty quick.
Nice job!