Shelter in the Deep by qfeys
A building / management style game where a group of survivors has taken shelter in a bunker while corruption is poisoning the land. The corruption is seeping into the ground, so now they have to dig deeper and deeper to find safety.
The game is played entirely with the mouse, and there is a small tutorial at the beginning to tell you where everything is. If things are particularly unclear, leave a comment and I'll add more instructions here.
This was the first time I've used Godot instead of Unity, and I am convinced that it is the better engine. Even though I had to look up a lot of things, the programming went fairly smoothly. I'm also really happy with how al the art came out. I've also written some music, although I'm not entirely sure how good it is. In any case, there is a button to turn it of if it starts to annoy you :).
I've uploaded a version for windows, and a WebGL version on itch.io. As far as I can tell, both are exactly the same.
Ratings
| Overall | 383th | 3.548⭐ | 23🧑⚖️ |
| Fun | 425th | 3.357⭐ | 23🧑⚖️ |
| Innovation | 319th | 3.452⭐ | 23🧑⚖️ |
| Theme | 119th | 4.095⭐ | 23🧑⚖️ |
| Graphics | 431th | 3.476⭐ | 23🧑⚖️ |
| Audio | 389th | 3.25⭐ | 22🧑⚖️ |
| Humor | 516th | 2.25⭐ | 18🧑⚖️ |
| Mood | 196th | 3.675⭐ | 22🧑⚖️ |
| Given | 17🗳️ | 11🗨️ |
If you are gonna export to HTML5 you could use itch.io
@alexjdg That was something for which I had written code to prevent. Unfortunatly, I wasn't calling that code :D. I'll see to push a fix.
Nice survival game and quite hard, the forges are great to kickstart the shelters production.
It's missing a restart function I had to refresh the page every time, you can do it with : `get_tree().reload_current_scene()`
@axeltherabbit Thank you for the feedback. Unfortunaltly, both your suggestions are nog going to work because of how I set upt the project. My ui is very much fixed to a single esolution, and my game data is reliant on singletons that exist outside of the main scene. This was my very first Godot project, and while I learned a lot, this might contain the ugliest code I've ever written ;). I'm glad you like it though.
For a compo game, there is a lot of effort given!
The graphics are supporting the gameplay. I liked the little guys going back and forth. It gave it the feeling of something happening :)
I didn't understand the difficulty curve. I made a line of miners going down and it seemed to be infinite - I was always faster than the plague. But then the plague started to catch me. Is it something that I can do to make the drilling faster? Maybe make more drills in the same column to drill the column faster.
The music was nice and supporting the mood.
Thank you!
Cons: The only issue I really had was with the scrolling up and down the mine because I would find myself accidentally scrolling up or down which was a hassle to deal with it at times.
Overall, very well made compo game and it was engaging to play as I tried to maintain the mine itself entirely. Great entry!
I think a missed opportunity it to play with different kind of earth resources and to manage that. Steel is magically generated from Forges. I would like to make a decision to possibly route a drill to gather resources, as a trade of to not flee for safety. Or make a route downwards that contains Iron, but it takes more time to mine.
Furthermore I would love to micromanage a bit more. E.G. manpower is a very limited resource. So why not have "dwarfs" dig. Or help move industry from higher up to the bottom at the expense of time, not digging down, or digging for resources. Maybe a simple research screen to make costs cheaper/dig faster/Dig through different kinds of rock. Or to unlock bigger and better machinery.
Doing all of these things give short term goals of gathering resources and clearing out space. Long term goals of setting efficient pathways, moving industry, setting up research, and having your dwars always be at the right location. This can also lead to complicated dillema's. Is corrupting 1 dwarf worth moving 1 industry? And lastly you can create a game that barely needs a tutorial. By starting slowly with just digging and researching new, better, and more complicated industry/gear.
With a bit more attention to UI components this game could also be ported and played enjoyably on mobile.
Bonus points if they were dwarfs digging a hole. Diggy diggy hole!
One of my main issues is the scrolling. I would prefer to use a mouse drag to scroll the game.
The text was hard to read and I couldn't click on the buttons. Let me know if you fix it!
edit: I tried only the web version because I'm on a mac right now
Constant pressure from corruption, jam theme is well utilized.
Overall a nice submission!
Graphics were good, and it was fun seeing all the people going on with their lives in the mine. UI was overall clean & easy to understand. The audio loop matched well with the game (though it could get a bit repetitive after 10+ minutes of game) but it lacked a bit in sound effects to make it more lively.
On another point, there's a small issue with drills not getting corrupted, so if you forget to stop an horizontal drill then it will keep going on forever. And you can also put several drills behind each other with one of them being useless that way.
Interface smooth, though had to expand my window to get the scrolling to work reliably.
Good entry!
For some reason the tooltips didn't show up for me, so I had no idea how much things cost. Weirdly they started working later on.
My biggest issue was the edge scrolling. The buttons were within the edge scroll region so you can't press them without scrolling down. I would have preferred to use WASD or arrow keys.
The interface for redirecting drills was not intuitive.
The resource numbers were a bit confusing. I initially thought the numbers for power were the other way round, and I have no idea what was going on with the second population number. In the end it was simpler just to build things if they go red.
Perhaps delay the corruption until after the tutorial is closed.
I enjoyed playing it once I figured out how to get started properly. I managed to get to 45 levels.
But, anyway, your game is definitely not one of the bad ones! Some more polishing would be nice, as would some better controls (e.g., to control the direction of the drills, which works but is a bit unintuitive). But it works as a game and I had some fun playing it. In fact, I played it, and then played again!
On the second playthrough it already started to feel repetitive (perhaps the content thing I said above), but the core experience you implemented felt solid to me.
The bottom line: you chosen a very challenging genre and still managed to do quite well. Considering this was your first Godot game, sounds like an accomplishment to me!
Oh, the music was very nice, too! As some mentioned, it gets repetitive after some time, but this is 100% forgivable for a compo game!