Minion Madness by qfeys

[raw]
made by qfeys for Ludum Dare 47 (COMPO)

For over a hundered years you have been trapped on the bottom of a river. But now the river is getting dry enough that you can summon a couple of minions to dig you out.

Manage your minions while the nearby river continues flooding.LD47-2.PNG

Because the river keeps flooding and dragging your minions away, it is almost necessary to keep your minions fed and supply them with tools to increase their workspeed. This way you have to build a little economy to dig you out.


The game is already on version 1.1, as 10 minutes after posting, I noticed a rather severe bug in the farms. That is fixed now.

I've removed the WebGL version as I don't seem to be able to fix it.


After the feedback I've got, I made a couple extra changes to make a version 1.2. I spend only an hour and a half on these changes, but I think they already make a huge difference. As these were made after the compo ended, I leave the original verion here, as well as the new version,so you can judge it for what it was and see what I could be with a little bit of feedback.

Changelog 1.2: -Changed flooding period from 60 to 70 seconds -Changed font of buttons -Added sign when flooding is imminent -changed text 'Is Idle!' to 'idle' -Added new label above minion displaying their current action -Changed the collision meshes of the farm and toolshop to be smaller to prevent glitchy behaviour -Changed progress needed for digging out master from 200 to 150 -Changed the text on the start and end screen for increased clarification

Ratings

Given 4🗳️ 4🗨️

Feedback

Dark Dungeon Studio
05. Oct 2020 · 06:23 UTC
THE GOOD:
- Great art style
- Loved the concept
- Could be very fun with a few small changes

THE BAD:
- A mini tutorial on game controls would've been cool.
- The river rises and falls too quickly, coupled with the slow minion movement makes it very difficult to get anything done, otherwise this would be a blast to play.
- Building a farm and tool shed too close to each other causes the minions to bounce around a lot.
- Some feedback to the player would've been nice: I can't tell when the minion is mining or not.
- I didn't quite catch the "loop" theme, unless it's the minion washing away all the time? :smile:
Dr_V
05. Oct 2020 · 06:32 UTC
A bit buggy with a bunch of things but pretty cool you could put this together in 48 hours
Maxwell3000
05. Oct 2020 · 06:40 UTC
It seems like your web version of the game isn't working. You might have the same issue we had where you need to go to Edit > Project Settings > Player > Publishing Settings (Dropdown) > Compression Format to disabled.
For the game its a nice rts type game. I wish there was more of an explination as to what is going on or some kind of goal like a certain amount of villiger you need.
🎤 qfeys
05. Oct 2020 · 09:32 UTC
@maxwell3000 Thank you for the hint. When I try that, the game does start, however it still hangs when trying to switch to the game scene. (That window in the beginning is a different scene.) If anyone knows how to fix this, I'd be greatfull.

@james-joubert Thank you for the feedback. Could be fun is already a win in my book! :smile:
- I'd had hoped that the window at the beginning of the game would have been enough, but apparently not. :sweat_smile:
- Tuning the river height was pretty tricky. Reasons being that the level had to be a continuous, cyclic function, and testing it takes a couple of minutes of playtime each time. I also wanted it to rise quickely, but the player should probably get more tools to deal with it. Maybe a warning a couple seconds in advance?
- I only noticed that the minions were not bouncing of each other somewere sunday afernoon. When I tried to implement Unity's native collision engine, I got all sorts of problems, so I ended up implementing something myselve. I guess that is a lessen for the next time: don't do that. :sweat_smile:
- I had on my planning to animate the minions, but I lost a lot of time the last time with animating, so I had that planned as the very last thing, which meant that it fell of the planning.
- The loop was the rising and falling of the river you are stuck under! Should I put some bad pun in the title screen to emphasis this?
Dark Dungeon Studio
05. Oct 2020 · 09:37 UTC
@qfeys

Thanks for getting back on this:
- I think slowing down the river rising or speeding up the minions would make the game a lot more forgiving.
- A water rising warning could also work.
- I've also had my fair share of unity physics issue :laughing:
- Think a pun or hint at the theme will also be welcome.
mutuware
05. Oct 2020 · 10:40 UTC
I get to the title screen, click begin then just get a black scren
NicoCcino
05. Oct 2020 · 11:02 UTC
Same for me on the web version : I got a black screen :(

Windows version works fine however. Love the concept, but as it was mentioned before, the river rises too quickly for me. Also, I didn't manage to get food (maybe there was something I didn't understand).
Still, it was fun. With a little bit more time, I'm sure it could be a great game!
InitialPosition
05. Oct 2020 · 11:11 UTC
I think this has really good potential! Running away from the rising water was somehow funny every time it happened :D

However, a bit more visual feedback of what's happening would be nice. I was never sure if my minions actually did what I wanted them to do.

This could be fixed by just adding some animations for the different activities. Otherwise, this is really impressive, especially for a compo game! Good job!
Tudvari
05. Oct 2020 · 11:35 UTC
I really enjoyed it, haven't seen a game like this for a while :)

The problems I've met, were already mentioned by previous players, like bouncing minions, maybe a bit too fast flooding, etc.

I didn't quite get how could I produce tool. Ihere is like 2 iron in the toolshed, but nothing happens. At one time one of my minions got a tool, but don't know how did that happen.

Also I've built 2 farms, and they produced food only once, and none after that. I tried ordering minions there to work there, but they kept bouncing. I suppose that bouncing is the visualisation of "never reaching the destination", and that's why they didn't produce more food. And maybe the same occured with the toolshed.

Anyway, nice little concept. Enjoyed it :slight_smile: