Reclamation by JustinMullin
Decades have passed since the authoritarian regime of The First Eternal Ascendant Realm seized control of this land. As they grow ever more ambitious in their expansive aims, a Resistance movement has begun to eat away at their control.

Reclamation is a short game about secret communication, flags, and taking back what was stolen.

All art, code, sound and music was created in 72 hours by Justin Mullin and Blake Mullin for Ludum Dare 59.
PDF copies of the two in-game books are available on the Itch.io page here, for those who prefer to consult these materials in a separate window from the game: https://justinmullin.itch.io/reclamation
| Windows (itch.io link) | https://justinmullin.itch.io/reclamation |
| macOS (itch.io link) | https://justinmullin.itch.io/reclamation |
| Linux (itch.io link) | https://justinmullin.itch.io/reclamation |
| Original URL | https://ldjam.com/events/ludum-dare/59/reclamation |
Ratings
| Overall | 483th | 3.5⭐ | 37🧑⚖️ |
| Fun | 555th | 3.2⭐ | 37🧑⚖️ |
| Innovation | 252th | 3.657⭐ | 37🧑⚖️ |
| Theme | 185th | 4.129⭐ | 37🧑⚖️ |
| Graphics | 466th | 3.686⭐ | 37🧑⚖️ |
| Audio | 370th | 3.417⭐ | 38🧑⚖️ |
| Humor | 438th | 2.742⭐ | 33🧑⚖️ |
| Mood | 298th | 3.847⭐ | 38🧑⚖️ |
| Given | 34🗳️ | 53🗨️ |
The concept itself is really appealing and feels quite original. You can tell there was a lot of thought put into the world and its logic.
The main difficulty for me was understanding how everything interacts. It’s not always clear what each flag represents or how they should be used in different situations. Some kind of in-game guide or quick reference explaining the meaning of each flag and how to use them effectively would make the experience much smoother.
Overall though, very interesting idea — I enjoyed it!
I tried interacting with the flags, but without a clear goal I felt a bit lost. A short tutorial or simple objective could help a lot.
That said, it feels like there’s something deeper here, and I liked the binoculars and the view!
Anyway, a fun playthrough!

Real chill vibe with the music and art, and the pacing. I spent quite a while with this, and was consulting the manual many, many times. I think the game was supposed to be much shorter than my experience, but I was so focused on reading the flags from the other towers and comparing them to my rules book that I overlooked two important details at first: that I had received a letter with instruction to SEND a flag message, and that once I did I should light a signal fire.
So that first day was long, and a lot of spyglass-looking and book-checking. I didn't mind because the game had a good vibe. I will say I wished badly for fullscreen. I have a harder time immersing myself when I can't fullscreen. I ended up changing the display options on my computer so that at least I could get it to take MOST of the screen, instead of the about 30% it initially was taking.
Once I got over the hump of that first day, things went smoothly for the resistance. It was pretty cool that first time when I did spot a pattern. I had gotten familiar enough that I was like WAIT THAT'S NOT NORMAL, OH BOY.
Loved the smoke in the distance. It looks visually nice, adds to the vibe and feeling of progress/change, but most of all it makes you stop and think, hrm, are those signal fires or are they war casualties from the violence I am facilitating so indirectly? At first I thought that maybe I'd made a mistake and gotten the other towers outed and burned down.
Nice entry!
Still, theres definitely something interesting here. I had a good time with it!
We struggled quite a bit with tuning how many puzzles should be in the game before the end, as we wanted at least some players to make it to the ending, but didn't want it to feel too thin for players who took the time to read through the books and understand the puzzle. This was probably the most rushed I've felt during a Ludum Dare - probably we were too ambitious with how much we tried to accomplish, as we had to make some really hard cuts towards the end.
@alex-de-la-cour funny you mention it, as scrapping a letter was _right_ near the top of my TODO list to implement at the deadline, and it just barely didn't make the cut. Glad you enjoyed the ending!
@daliamha thanks for playing, and sorry about the lack of fullscreen. With lots of scrolling and parallax effects, we struggled more than we should have with getting things to scale and lay out correctly at many screen resolutions, and ended up with a fixed resolution (though it's _supposed_ to be scaling up 2x, 3x etc. if you have a large enough screen). Given more time and familiarity with the engine (Godot) I wish we'd have been able to fix that.
@pkenney thanks for the detailed feedback and for sitting with it 'til the end! It's really nice to be back to Ludum Dare. It's been a busy handful of years, but I really hope to make it back into a regular thing.
Overall, really awesome game, you guys did a fantastic job!

Personally I found the actual gameplay quite easy to learn, but it does take time to read all the necessary text. I had no issue with this since the writing is so enjoyable.
The parallax effect on the camera pan is very cool.
My frustrations were the "realism" of the wind. I think a spent a minute waiting for flags to present themselves.
Also was nice to have a happy ending. I'm so used to feeling defeated at the end of these types of narratives.
I really respect you for the ending, which was not just a final puzzle, but a told story :)
My one nitpick - ending of the first day confirms if I want to end with no posted letters, which is not the case for the first day. It kinda made me go back and reread some parts of the book. While valid, this could be skipped imo for the first day to ease the loop a little bit.
Fantastic entry!
Good job :slight_smile:
Anyway, read through it, and then decided to proceed with game playing, assumed things would start to make sense once I get to see them, and this was clearly a good idea (also, a great help to have the doc on a second monitor).
Anyway, I started the game feeling a bit lost, like "what am I supposed so start with?" then explored a bit the interactions, and finally noticed the mail, the other towers, then things started to make sense, and then I understood the game flow : check for messages, setup flags for message, then light up fire (though this became clear on day 2).
I think day 3 started to feel weird, like now I'm getting two orders? Alright, so proceeded to send "NEUTRALIZE" and "ABORT" in the mail, being very happy that I won't have to deal with those contradicting messages lol
Then it's probably that day that I realized that I might have been sending ambiguous messages, me having read the doc a bit too fast probably, anyway with the resistance update I got, things seem to be fine, guess I got lucky :shrug:
Finally, receiving the last letter from the resistance was quite a relief, I was getting mentally prepared for what was about to come next, like sending 4 messages and reading 3, but no, the resistance made it, game's over. Got the last flag, I kinda knew what I had to do with it, but still checked the other signals, all three fires burning, and this confirmed I was right. Then the goosebump.
It's fascinating how this game got me involved, like feeling this psychological pressure, I need to send the right message and not upset the first realm people.
Ambiance and atmosphere are well tuned, you do feel the loneliness, graphics are simple yet effective, no bugs, and perfect balance of difficulty increase and overall length.
A freaking cool experience overall, enjoyed it a lot, well done!