Criticality by 3mpty
Design a reactor, balance your water, steam and heat or watch it explode in front of you.
15 components to unlock, hours of gameplay!

| Link | https://emptystudios.itch.io/criticality |
| Link | https://emptystudios.itch.io/criticality |
| Original URL | https://ldjam.com/events/ludum-dare/49/criticality |
Ratings
| Overall | 221th | 3.938⭐ | 66🧑⚖️ |
| Fun | 474th | 3.656⭐ | 66🧑⚖️ |
| Innovation | 336th | 3.688⭐ | 66🧑⚖️ |
| Theme | 283th | 4.023⭐ | 66🧑⚖️ |
| Graphics | 719th | 3.648⭐ | 66🧑⚖️ |
| Humor | 979th | 2.558⭐ | 62🧑⚖️ |
| Mood | 676th | 3.484⭐ | 63🧑⚖️ |
| Given | 74🗳️ | 130🗨️ |
Learning and optimizing facility designs was awesome. Fiddling around learning how the systems work and getting to the mastery of being able to identify potential issues before they come up.
I'm certainly going to be coming back to this to try get a stable sodium reactor!
My biggest critique is that on-boarding is rough, I didn't understand why the simple facility design was working, after a few explosions and making use of the view modes it certainly helped get a better idea for how things worked. I don't expect there was a way to solve this in such limited time so take this with a grain of salt.
Incredible!
A little critique as well. It's quite hard to understand why certain things blow up when testing the game.
Thanks for putting in the effort to learn and play the game!
Game has steep learning curve, but this genre/gameplay is made for me.
One thing bothering me is red text in description? it makes whole panel "jump" when turning on and off fast
Great entry, good luck!
I couldn't find out why water pipes were having too much pressure, or how to fix that, but I think that with maybe a bit more tutorial, this game would be really fun.
This also reminds me of (my favorite game) Factorio.
Super impressive this was made in so little time
The only thing that I can think of that would have been really nice is a ghosted preview of your selected component on the map so you know you're over the right square and not about to mis-click.
controls are a bit annoying at least in the web version (have to click multiple times sometimes for click to work) but it still kept me playing for hours :)
@mrks thanks for confirming that input bug, I was never sure if it was real or not, not sure exactly whats triggering it sadly, something weird in my ui hierarchy must be breaking the click event.
Your game is similar to mine, but instead of nucelar energy, I use steam for heating houses and factories :D So you can try it also :)
Very good job :)
One small nitpick I have is that on several occasions changing what I'm building didn't seem to register, and I placed the wrong thing down.
The building, placements, and UI elements are all really well polished.
As others have said it was difficult to pick up but worth pushing through! I imagine it must be difficult balance a game like this in the timeframe so amazing job!
The UI was great and the graphics crisp. I kinda forgot I was playing a jam game for a minute!
WELL DONE 👏👏
I love the way all the mechanics flow on relatively seamlessly from each other. To begin with it's just water is turned into steam, steam is turned into money, but they you learn more about the heat simulation and other ways of making steam, and it all becomes nice and complex.
As others have mentioned, it was a little hard to figure out to begin with, but once I got the hang of it it worked really well. It would have been nice to have some kind of loan mechanic as well, as sometimes I found myself waiting around for cash to build the next thing.
The core heat mechanics are really strong though, and there's definitely a lot more exploration you could do there. Heat pumps and shields could be cool off the top of my head.
Overall great job.
- The fluids simulations are neat! I didn't expect it to feel that real but it convinced me.
- The best part of the game are the reactors meltdowns. For me it was hilarious how they explode and wipe the place.
- The tech tree is a great addition to such game! It's impressive that you scoped that in!
- The initial explanation didn't help much (sure, it's LD) but some of the behaviour of machines was odd even after I managed to work some small generators. Not being able to place those coolers next to reactors because they'd get the water was the oddest of all, I just wanted to cool the reactor using its steam. Looking now at the screenshots you have in the page here made me wonder even more how some stuff is connected. I had plenty of fun watching things blow without understanding why. I'm very confused why and how the tanks hold water and steam.
- I would love to have had a grid on the floor so I could plan ahead. I sometimes missed a tile when putting things together because I couldn't really tell if things were aligned.
@chao loans are an interesting idea, although I find in other tycoons they can make annoying patterns where your progress stalls because you are losing so much income to interest, or the loan caps out and you cant borrow any more, or worst of all the loans are basically infinite money. All of those cases kinda mess with the economy and punish the player with the worst punishment of all, waiting. I prefer this system of constantly having at least a trickle of income, it gives me finer control over the gameplay, and I feel like since powerplants are kinda a government project it makes sense for them to give you resources even if you aren't actually turning a profit. Certainly it's possible to run out of cash in this game but I tuned it so you can basically always build a uranium reactor within a minute or less of waiting and get back into the flow.
@debone I'm glad to hear that the simulation felt real, I had some concerns early on about whether the game would be fun or would feel totally unrealistic and it's good to hear I hit a balance. As for confusing behaviour on structures, key information is all in the tooltips, but I did keep a few subtle mechanics hidden a little bit intentionally, since while I was developing the simulation I actually had a lot of fun figuring out how certain variables interacted in ways that I as a developer didn't intend (but make sense when thought through) and I wanted to pass on a bit of that discovery to the player. Things like certain parts of cooling tower behaviour and what heat tanks really do are intentionally obfuscated to make learning how to leverage them a bit more interesting.
@pnikav thanks for the praise, but the team was just me :)
Also thanks to anyone else who has given feedback or praise, I'm really glad to see this game has clicked with people, I was extremely worried it would be too complex or confusing for people and most players would give up, so it fills me with joy to see virtually everyone seems to have built a working reactor or two.
For starters, the looping background music was perfect balance of calm and relaxing, and long enough to not realise it was looping straight away, and it didn't get on my nerves, so good work with that.
Now, as someone who loves city builders and such, my first thought at seeing the tech trees, building tabs, etc. was "This is gonna take a while to grasp." which is why it took me a few days to get the time to play it properly. :smile:
Thoroughly enjoyable game and great work with it! The onboarding could have been smoother. Long, text heavy tutorials are quite cumbersome.
As someone who's easily overwhelmed by technical stuff, I still managed to get a few reactors running and even unlocked two facilities, which felt very satisfying. What felt even more satisfying was blowing up your own reactor you so carefully created after getting too frustrated by it not working like you wanted it too - which is something very valuable, I think! I can't think of the last game I played that celebrated the fail state with chain-reacting explosions and unlocks!
In short: While probably not your target audience, I enjoyed blowing stuff up :D Thank you for this great entry!