KOLENdor by MaxKlimenok
The Story:
The world has changed when The Darkness that devoured the sky came.
A very few survived the catastrophe, and those who did are now scattered around the world. Your village was miraculously left untouched but you barely recognize surrounding lands.
To restore what has been lost, you have to start from scratch, reexploring this new unknown world.

Game rules:
There are 3 main stats in this game: Population, Provision and Morale. If any of these stats falls down to zero - you lose the game.
To gain/lose resources you will have to explore the world surrounding your starting tile. Hovering mouse over the tile will give you some hints on what to expect from it. Clicking on the tile will start correspondent Quest where you'll have to make decisions or you’ll have to defend yourself in Rock Paper Scissors battles.
Provinces marked with ‘gem’ contain crucial plot twists, you need to explore them all to win the game. But beware of the difficult quests here and the price that you’ll have to pay - you'd better be prepared well.

Controls:
Map navigation can be done with WASD keys on the keyboard, or with your mouse close to the game screen borders. Anything else is done with left mouse click or with finger touch if playing mobile.

About:
It’s a decision-making game with elements of exploration in a fantasy world. To revive the world around, you’ll have to take weighted decisions and search for the answers to uncover of what have happened here.
Game is playable in any browser (no installation needed) and on most android devices.
All assets, sounds and art have been created ‘inhouse’ during the game jam.
Sorry upfront for any errors in the narrative – none of us are English language natives.
We really hope that you’ll enjoy playing our game as much as we enjoyed making it and we are looking forward for your feedback!
| Youtube | http://kolenka.games/ld45 |
| Youtube | http://kolenka.games/ld45/source.zip |
| Youtube | http://kolenka.games/ld45/kolendor-win_x86.zip |
| Original URL | https://ldjam.com/events/ludum-dare/45/kolendor |
Ratings
| Overall | 168th | 3.889⭐ | 56🧑⚖️ |
| Fun | 403th | 3.463⭐ | 56🧑⚖️ |
| Innovation | 290th | 3.566⭐ | 55🧑⚖️ |
| Theme | 506th | 3.38⭐ | 56🧑⚖️ |
| Graphics | 200th | 4.12⭐ | 56🧑⚖️ |
| Audio | 168th | 3.774⭐ | 55🧑⚖️ |
| Humor | 512th | 2.83⭐ | 49🧑⚖️ |
| Mood | 101th | 4⭐ | 56🧑⚖️ |
| Given | 59🗳️ | 56🗨️ |
Interesting mechanic, I don't this kind of games see that much, especially on jams.
Music/sounds are kinda minimalistic, but creates good atmosphere.
We disabled this feature for several reasons:
1). Things become much more predictable - if you get informed of what your are getting/loosing next tile there is much less fun and thrill of going through.
2). On almost half the tiles you have several resources to get/lose/trade -> which icon(s) to show?
3). This feature works well for example when the map is predesigned and you have to "sacrifice" some resources to get to some distant hexes, but when the map is completely random each time you start a new game...
Maybe we should show these icons only on tiles where only one resource is gained/lost for sure...
But thanks for the tip! I like the idea of showing tiles "info" when the player is almost dead.
We definitly will give it a try.
Great art and writing. Can't say I liked rock-paper-scissors (I've just started spamming one option on my 3rd try) but I can't really say which mini-game would fit better.
Overall, very good one. And the game certainly doesn't look like it has been done on kolenka.
Other than that, this is one of my favourites for this round. Magnificent job, друзья!
Also, great job on the collaboration. Working together with a team of six making a game in three days certainly isn't easy, but you've menaged to get through it and made a very pilished game. :thumbsup:
I've never seen rock-paper-scisor combat system before so it surprised me. In a good way.
In game sound fit well with the survivalist tone of the game.
As you never know what will happen next you're always a bit on the edge and it makes the game hard. It keeps it entertaining but might sound a bit unfair to some people.
It's not really my type of game, so I don't have really interresting insight for you.
All in all, a really great job ! Congratulations !
Второе что меня впечатлило это графика, арт особенно в менюшке на высоте, а про UI нет слов, за то время что было дано очень даже по теме. Единственное что не понравилось это AI в конце, текст было сложно читать и поэтому суть не всегда мог уловить что он говорил, но это мое мнение.
Читал все, виден ваш серьезный подход к историям и строения мира, и баланс игры, каждое решение можно предугадать если серьезно подумать, если брать ребенка то ясно что популяция пойдет выше а провизия упадет и тд. Все истории было интересно читать и принимать правильные решения было очень круто. Использование одно из способностей некромантии или общение с животными очень здесь помогло, если я мог общаться с животными и один из аспектов у меня был близко к нолю то я шел в лес и выбирал доп. опцию которая всегда была хорошей. И использовать кализей, торговлю рабами и тд чтобы восстановить один из аспектов пожертвовав другим если вовремя использовать мне очень пригадились после прохождения главных квестов.
Количество текста с хорошим подходом очень поражает, также каждое место имело название и описание. Видел несколько отсылок к нашему нынешнему миру, к разработчикам и этому конкурсу с дедлайнами. Самое клевое было про 3 дороги, это мне напомнило 3-х богатырей которых я смотрел когда маленький был.
Максим, большой респект за генерацию мира рандомно и за систему с ячейками да и в принципе багов и чего экстраординарного не видел.
Настроение отличное после прохождения, игра втянула.
Лично для меня были маленькие минусы. Я прошел игру на 4 раз, а проблема вот в чем. Когда берешь главный квест даже если все на 5 он может взять 3 из одного аспекта, но некоторые обычные Квесты берут по 2 с аспекта без выбора, тоесть можно проиграть игру чисто по неудаче, думая не должно быть квестов без выбора. Или же 6 по каждому аспекту.
Также система боя, это чистая удача хоть и иногда дается преимущество, мне кажется в игре где идет осознанный выбор с пос
All in all, I really enjoyed it.
I kept reading everything for a while, but at about halfway through just ignored it and clicked through everything except the main quests. I guess it's because this game is really easy to deconstruct to its base mechanics and narrative doesn't seem to affect it a lot, so you can just ignore it for the most part. The same goes for battles - at first I tried to be "strategic" in them, but in the end just clicked buttons randomly and sometimes won.
I really liked the ability to chose a trait in the beginning. I feel like adding more of those and giving them mid play would add a lot of replayability and unique feel to the game. You would feel like you're building your new civilization and suit it for your preferences and needs. Maybe grant 1 new trait after 1 main quest completion, or add special locations for that (of course, they shoud not just give new options in encounters, some may alter battles or provide passive bonuses for exploration etc.).
Our own game had zero instructions for the first two days of voting and still has almost none (that's intentional), so it was a bit strange to see a game with a full three screens of rules and controls explanation, especially for LD. :D