Maginot by vfqd


The ocean has destroyed your Womps' sandcastle. There is only one option left to you. Dig deep for minerals, build you colony, attract new Womps, and obliterate the sea.
A silly incremental colony builder. Inspired by (the) Gnorp Apologue and this image of a fort in the Maginot Line.


- Arrow/WASD to pan the camera
- LMB to select and use tools
- Shift+LMB to clear on some tools
- RMB to deselect current tool

| Link | https://github.com/vfqd/maginot-womp |
| Link | https://vfqd.itch.io/maginot |
| Original URL | https://ldjam.com/events/ludum-dare/56/maginot |
Ratings
| Overall | 2th | 4.542⭐ | 26🧑⚖️ |
| Fun | 1th | 4.563⭐ | 26🧑⚖️ |
| Innovation | 83th | 3.75⭐ | 26🧑⚖️ |
| Theme | 95th | 3.875⭐ | 26🧑⚖️ |
| Graphics | 68th | 4⭐ | 26🧑⚖️ |
| Humor | 49th | 3.75⭐ | 26🧑⚖️ |
| Given | 34🗳️ | 17🗨️ |
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The only issues I had is diggers trying to dig the same block, no matter how many digging facilities I build. Sometimes they would dig a couple of blocks from one side of the map, leave a couple of blocks undigged and move to another side to do the same; since there is no urgency in the game, it never was critical, I just had to wait for them to do their thing a little more. :D
I really like that this game, although quite complex for a compo jam standards, can be easily played and figured out without a tutorial. I don't remember game telling me what to do, but it was straightforward to figure out. Note that I'm not a city builder player.
I noticed the similarities with Gnorp game even before reading your game description. :D
The wave destruction part was the thing that caught my eye here.
Overall, this is a very strong compo entry. I played it for a good 40-45 minutes, which is a very good score for a jam game.
One thing I would like to have is an ability to have some control over the number of workers (diggers) doing something. E.g. I wanted to send 1 digger into the deep depths, but what ended up happening is all of them falling in there; so I had to cancel this mad operation shortly after (it wasn't the late game, so I needed my diggers elsewhere). I'm not sure how to achieve that without giving a direct control over units (which is against the indirect control nature of the game I guess)... But perhaps you have some ideas for it?
Here is an example:

Other than that, I like this game a lot, I'll definitely come back after the rating period is over and finish it! :smile:
Also please check your Ludum Dare link on Itch, I could not reach this page form there and had to manually fix the link.
@rickylee Holy crap, you must have needed so many armories :open_mouth:
@douwe-ravers Thank you! Hah, yes, I wanted to do it precisely because of the futility
@quasilyte Thank you for the detailed feedback! Yeah the digger AI was a little bit of a mess, and I couldn't figure out how to fix it without making them tunnel underneath and have blocks they couldn't reach. Definitely something to improve if I take this further.
Also, amazing, the fabled vertifactory
@fenderbate Thank you! And I've fixed that link, thanks for letting me know. The factories just kinda do their thing when you build them. I ran out of time for making womps actually work in them.
I loved the idea that you had the mining game, the colony building game and the "doing the war to the sea" game
I saw 2 bugs / weird things,
* 1 I couldn't build sandblock below the sea (and I needed to build floor for my base)
* 2 I kept placing blocks when clicking upgrades
Anyway great submission I never tried to build a colony builder game like that but it seems quite code intensive, very impressive for a 48 h game 🙀

@pirate-rob Thanks! Yeah the sea part was the weakest part of the game. It wasn't that important to the progression though so I focused elsewhere. Anyways, shooting at the sea is inherently dumb xD
@rohun Thank you so much! <3
Most importantly though, this was genuinely fun to play.
First thing I did was dig down and get stuck without being able to build or unlock ladders.
Once I got into the swing of things, it all went pretty smoothly.
Archers seemed a bit useless? The artillery seemed to be completely overpowering the waves. And without being able to build platforms over the water, my archers just had to sit and watch.
It'd be nice if the diggers wouldn't stack digging the same tile, even if it results in getting stuck. I'd say ladders are a good way to get unstuck, and the ability to easily delete ladders would be nice.
Overall pretty solid.
@happytrollangus Thanks so much!
@alchemic The wave part is the weakest part and is not so well balanced, thanks for the feedback.
Surprisingly good pathfinding, and a nice variety of things to build.
During the first try I did manage to very quickly get myself into an unwinnable condition by directly digging down. But that was just player error.
Only thing that could be improved is how the units choose their jobs. All of the diggers seem to go to the same place every time, it seems. And runners tried to go into the sea before they could, focusing on an unreachable item and being stuck.
