Nuclear Beer Factory by LDJam user 261284
In Nuclear Beer Factory, you have to take on the role of a space brewer, running a high-quality Star Beer factory. But the process is not as simple as it might seem, production is extremely dangerous and in case of inept use of resources, you risk flying up into the air ... being wiped off the face of the earth ... turning into cosmic dust! Fortunately for you, the prudent creators have left detailed instructions for survival ... for using this creep of engineering.
Goal
Do not explode. You will explode if you energy tank will overflow by 50 units or run out.

Mechanics
- Drag objects
- Tab to open menu
How?
- Fill up the tank with uranium
- Fill silo with sanks of strange things
- Throw 7 bottle in rocket
- Recive 5$ and buy another sank and uranium
- Repeat

Known bugs:
- Black image on map
- Wierd physics
- Unbalanced economy
- HUD was not completed (overflow counter, battery, arrow)

And...
And so, now you know how the factory works and ready to start working. Most importantly, always remember the motto and also the main rule: Nuclear Beer Factory: Will it explode? Should not.

| Link | https://github.com/paper-plane-team/nbf-49 |
| Link | https://gr3yknigh1.itch.io/nuclear-beer-factory |
| Original URL | https://ldjam.com/events/ludum-dare/49/nuclear-beer-factory |
Ratings
| Overall | 1313th | 3.028⭐ | 20🧑⚖️ |
| Fun | 1432th | 2.611⭐ | 20🧑⚖️ |
| Innovation | 992th | 3.083⭐ | 20🧑⚖️ |
| Theme | 616th | 3.667⭐ | 20🧑⚖️ |
| Graphics | 257th | 4.194⭐ | 20🧑⚖️ |
| Audio | 727th | 3.167⭐ | 20🧑⚖️ |
| Humor | 756th | 2.889⭐ | 20🧑⚖️ |
| Mood | 842th | 3.333⭐ | 20🧑⚖️ |
| Given | 20🗳️ | 17🗨️ |
Thank u for ur feedback <3
I will try to improve physics and other stuff in future
Yeap, with mouse it's a lot easier
Thanks for feedback! ^_^
Visuals are very crisp!
As already said before the gameplay becomes a little boring when you get used to controls. Maybe you could introduce some more _unstability_. For example some beer would turn bad so you have to throw it away or get a penalty for shipping it. Just giving some ideas here
Still a very enjoyable game, played it for quite a long a time
If you would like to see how a first-time player interacts with your game I've made a recording of my playthrough: https://youtu.be/nr6n3tF5CHY
Your game starts at 08:08
I think the problem is that those mechanics by themselves are not interesting enough to really mean much. I do like dragging things around, but the only eventual goal I have is to make more money so that I can drag more things around. So really I guess the game just needs more stuff in it--more things to buy, more things to drag around, more ways to interact with everything.
As the game stands it is especially annoying to have to drag every individual beer to the rocket. This mechanic does make sense, I think, as something that the player would eventually buy some upgrades to make faster. It is a good mechanic once it is augmented with some ways the player can make it less annoying. Right now those upgrades are missing, though, meaning that only the annoying remains.
The experience the game does provide is distinct from a lot of similar games for that reason. There is no real way to make the business more efficient or more powerful, and that gives a unique feeling. The game becomes solely about maintaining a straightforward routine unfailingly for, apparently, forever. What's interesting about that is my reaction to this gameplay loop is to say it is incomplete. This game, I think, sort of reveals a bit about my psychology with respect to games, and I think that is actually pretty cool. But I'm not sure that's what you were going for. :sweat_smile:
Loved the graphics, though. Consistent and polished, with attention to detail across the various sections of the game.
But I almost was not able to play it...
I got some X into Y, [X={sack,bottle,uranium}, Y={funnel,rocket,furnice}] but shortly after everything exploded...
I think a more responsive "drag" feel would improve the game greatly; also, navigating with the map feels cumbersome. Why not make a small arrow near edge of the screen, then scroll? This could feel much more immersive.
Also, even if the game was responsive and fully functional, what was the challenge? Was it balancing between the different rooms? Is there any type of economy with meaningful decisions?
I think this game is a step in the right direction, with a good basis to be good if adjusting some of the mechanics. Keep asking yourselves the right questions and you may make great games someday!
One more thing: This was made in Godot, right? My favorite engine :) Why not export to html5? Will make it easier to play, and based on my experience, improves Ludum Dare ratings...