Drone Supervisor II Online by Jimbly

Async cooperative multiplayer online automation game. With a bit of incremental / idle thrown in. Definitely overscoped.
Warning: You may spend an hour on just the tutorial and the first level, if you're enjoying it. I'm sorry.
Controls: Mouse and keyboard.
Tips
* After finishing the tutorial and in a real game, press the ? in the lower right to view the recipe list.
* If you want to play with a specific friend, copy and paste the URL after creating a game, it's got the game/room ID in it.
Links * HTML5(WebGL): dashingstrike.com/dronesup2/?D=COMPO * HTML5(WebGL) Post-COMPO Version: dashingstrike.com/dronesup2/ * Source Code: Jimbly/LD59-drone-supervisor-2
Screenshots

Development Notes
This is a sequel to my LD39 entry. Almost all game code was (re-)written from scratch, though I ended up re-using a little more code than I intended (about half of the tutorial, because after seeing the old one, I couldn't imagine what else to write, and some finicky deterministic simulation resolution logic).
This game is heavily inspired by Spry Fox's Leap Day. Even more so than Drone Supervisor I was, as with this version I wanted to capture the async cooperative multiplayer aspect of Leap Day, so a number of mechanics (such as the real-time revenue) had to change.
My game engine's multiplayer framework did a lot of heavy lifting, though I still spent way more time than I intended just dealing with lobbies, joining and leaving games, etc, and it's still only barely functional.
Up until an hour before the jam ended, the game was more strongly themed on Signals, as the crafting stations required precise timing to work correctly, however the game was just way more fun without that, so now the crafting stations are very forgiving, and Signals are only slightly required (they are the biggest deviation from Drone Supervisor 2's formula).
Tools Used * Custom Engine: GLOV.js * Mtn Dew * ARQ-16 Palette * Font: 04b03 * 1BITDRAGON * Aseprite
Also touchups in: * Audacity * Photoshop
| HTML5 (WebGL) | https://www.dashingstrike.com/dronesup2/?D=COMPO |
| Link | https://github.com/Jimbly/LD59-drone-supervisor-2 |
| Original URL | https://ldjam.com/events/ludum-dare/59/drone-supervisor-ii-online |
Ratings
| Overall | 28th | 4.038⭐ | 28🧑⚖️ |
| Fun | 74th | 3.654⭐ | 28🧑⚖️ |
| Innovation | 60th | 3.788⭐ | 28🧑⚖️ |
| Theme | 152th | 3.64⭐ | 27🧑⚖️ |
| Graphics | 143th | 3.5⭐ | 28🧑⚖️ |
| Audio | 162th | 3.173⭐ | 28🧑⚖️ |
| Humor | 147th | 2.478⭐ | 25🧑⚖️ |
| Mood | 182th | 3.269⭐ | 28🧑⚖️ |
| Given | 15🗳️ | 19🗨️ |
Game progression is slow making it something you check back on after a while. I can see that there is a very interesting crafting tree but I haven't gotten onto it yet. I'd love to see what a team of players are capable of given time.
Cool entry with a great aesthetic. I'll definitely have to check out the source code :)
Anyway, fun game :D very nicely done!
I started a 4 player lobby that anyone can join, if people want to collaborate :D I've got free beer and gems for my neighbours
I'll certainly come back to this, probably to try the multiplayer. But at a cursory glance it's a huge technical achievement and there's a hell of a lot here to sink some teeth into.
Play-trhough with more comments:
https://youtu.be/rtTrDX1VSV0
@alex-mulkerrin thanks for playing and glad you enjoyed it! The source code is mostly one giant file, so not much to look at :sweat_smile:.
@mountaingoose Nice to hear you enjoyed it!
@frib Glad you enjoyed it! Yeah, everything in the tree is theoretically craftable in any level except for the things that require the gems (each player only has 1 color of gems, so you've gotta pass those to make the top end of the tree). Although, in practice, I think the number of steps in a day in the solo level might make it infeasible to actually craft some of the more advanced things... in Drone Supervisor 1, you could upgrade the length of a day / steps per drone, but that didn't feel right for multiplayer...
@darkshadow If you come back to it, bring a friend, I'd love to hear how that goes =)
@slippers Glad you enjoyed it, and I'm sorry about the size of content, I really crunched too hard on this jam (and, frankly, it'll probably get rated poorer because people bounce off before getting that far into it). I've added a warning to the game description now =)
@noobman64 Thanks for playing and glad you enjoyed it!
I loved that you said "I'm going to stop now" and then continued fiddling with it for quite a while, that's the best compliment to receive =).
My single player high score so far (Amethyst Ring + Gamejam + Game + Music):

The visuals are nicely done, it makes everything very clear and they feel very consistent!
Great job!
@chaseplays @kiichirow and @swdji - thanks for seriously trying multiplayer! I was worried not a single team would manage to craft a Soulgem, let alone Soulmusic, so it's really nice to hear you succeeded with flying colors there! It's definitely less well-tested than it looks, I didn't actually even craft half of the things during testing, and only at the very last minute tried to craft Soulmusic and realized there just simply weren't enough steps in a day to do so, so I bumped the steps per day up by a few :laughing:. I was a little worried people wouldn't figure out the relaying at the borders (probably helps a lot to be playing synchronously...), glad you did that =).
@rolly Thanks for playing and glad you enjoyed it! I couldn't quite decide if the "fixing while everything is running" was a good design choice (originally I planned to add some UI for restarting the day, or pausing, or auto-resetting whenever you make an edit, but of course I never got to that ^_^), so it's interesting to hear someone at least liked it.
I'm taking notes :D Seriously, good job!

Tried to fit in Music in the lower right corner, but I ran out of space, so just added the extra Stone and Wood instead. I think the theoretical maximum score for single player is 5535, with Amethyst Ring, Gamejam, Game, Music, Acid, 2x Beer, Fruit, and Wood. But you'd have to do some crazy wizardry to manage that.