NoWastelandCreationIntended by kruemelkeksfan
Enjoy a fabulous ride through a lovely galaxy, while you try to set the right priorities to win a stupid bet. NoWastelandCreationIntended is a management game, which challenges you to make the right decisions to travel through a small solar system in minimum time. Explore your surroundings, construct buildings and level up your character to build a spaceship and start with nothing, except your skills and knowledge, to the next planet!
Note: If you beat the game (or if not), please let me know in the comments! I would love some feedback on the difficulty and on how repetetive/boring the game feels after starting a new planet!




This time I've tried solo in 48h and I'm more satisfied with the result than with many previous attempts with more people and more time. But still my game design skills could use some improvement, for the game, again, was too big for my time/skill budget.
Mandatory List of Features which were butchered in the last Hours: * Animations for Travelling between Planets * Sound Effects (as usual) * Music (as usual) * Main Menu (as usual) * Switch, to turn off Tutorial/Learning Texts * Credits Screen (to announce that I've used an awesome font by dustBUST fonts)
Ratings
| Overall | 228th | 3.47⭐ | 35🧑⚖️ |
| Fun | 256th | 3.212⭐ | 35🧑⚖️ |
| Innovation | 238th | 3.303⭐ | 35🧑⚖️ |
| Theme | 95th | 3.879⭐ | 35🧑⚖️ |
| Graphics | 307th | 3.136⭐ | 35🧑⚖️ |
| Humor | 195th | 2.75⭐ | 30🧑⚖️ |
| Mood | 320th | 2.981⭐ | 29🧑⚖️ |
| Given | 36🗳️ | 23🗨️ |
Thank you for the feedback. It seems like I was brain-AFK during LD, since I've noticed around 5 minutes after submitting that I could have hidden the projects and skills in pop-up-menus, which would have cleared up the UI. Production/Consumption display would have been a good idea too, but I assume that I just never have enough time to playtest and polish to come up with this stuff.
I'm glad to hear that you like the mechanics and seem to find some fun in the game. As solo dev I find it really difficult to objectively judge how fun the game is for others, so feedback on this topic is very welcome :)
Gameplay-wise: I had a real resource crunch on food, which kept shutting down my buildings, and I couldn't figure out how to alleviate that too much (even the farms kept shutting down, and I couldn't rely on exploration to find food regularly enough).
Exploration is a fun mechanic for an activity (and really good, because you can give randomized rewards that help the player build something more sustainable) but in the current version of the UI it is two clicks (one to end the day, another to acknowledge the popup) compared to one click for any other action -- maybe the message would be better moved out of the modal into some kind of scrolling status box so that it doesn't interrupt the flow as much?
update: all good - just read the dialogs - game ends at 100 days!!!
Concerning your food problem: the longer you stay on a planet, the more pollution builds up and negates your food production. The way around this is to put tons of skillpoints into "Green Thumb", since the earnings of this skill are not affected by pollution. Also skill-levels do not need to be fed and are not lost on ship launch. Overall skill-levels are pretty OP, once you got a decent amount.
Concerning Exploration: exploration is in the same spot like farming: it gets increasingly ineffective over time if not countered by skills. Chances of finding something degrade over time, but if your curiosity skill is higher than the sum of completed explorations, it will always stay above 100%.
Concerning the Exploration Popup: actually you do not need to close the popup to end the day. That was a classical instance of the bug-turned-into-feature-pattern. Not closing the window refreshes its content if another exploration is done and leaves the window there if something else is done. No downsides, except that you miss the superb view on your personal ball of slag that once was a thriving planet.
That does not sound like the end. The game ends after 100 days or after you completed your round trip through the solar system. Which browser are you using, which thing was level 2 or 3 and which dialog were you closing? The Exploration result dialog or the intro texts? Have you tried the download versions?
If you look at it from a scientific point of view, the people on these planets should be glad that their sun does magically fuse hydrogen at temperatures below 1000°C, so they do not instantly burn up on their planet orbiting around 1/4 of the planet radius above the sun.
Stretch goals post-jam would be to make a bit more clear what does what, costs and consequences and whatnot.
@vfqd You need to start of with explorations, until you find at least some wood and some food. That usually requires anywhere between 2 and 20 explorations. RNGesus can beat you up pretty heavily here, so that you bleed of way to many rounds for the tough time limit. But I assumed, that this is part of the fun (at least after it became clear that I had no time left to stop RNG from screwing you up).
It did take a bit to determine exactly how to balance everything, including the running out of food. I'm not sure why my building levels would decrease permanently (until I build again) when there if not enough food (assuming that means some die from starvation so I do not have the population to run them). Why do they not stay but not produce until the population grows again. Also, why would a farm shut down when food is the problem unless it has to? I had times when the farm shut down but others (like oil) stayed running. It seems that the building priorities are a bit messed up.
I also think that 100 days is a bit too short. Did you play through it and complete it in this amount of time? It took me way too long on the first planet to be able to complete it in 100 days, and I am not even sure that it is possible.
Great start, though, and a great idea.
Thank you for your detailed feedback!
The buildings get demolished, because I wanted running out of food to be very punishing. I did not think about it realism-wise, just gameplay-wise. Now that you mention it and I thought about it, I guess you might be right and it was a bit too harsh even from a gameplay perspective. Buildings get demolished in random order, that was just quick and dirty. If I do a post-LD version, I would definitely fix farms getting shut down during famines.
The 100 days are a very strict deadline, which requires a dose of luck and solid knowledge of the mechanics, but its doable. I wanted a round figure and 200 was way too much to pose any challenge. I have to admit that I did not even play through the game once before submitting, so I am pretty surprised how accurate the 100 day estimate was.