Morpheus of Mars by AnneArkey
Morpheus of Mars is a real-time action strategy game. Or, at least that was the ambition. It's more like, have you ever wanted to play StarCraft but with way less features? Then you have GOT to play this game! :smile:
There is an HTML5 version, but if you have any issues, I have included a Windows download as well
Update 4/5/22: Added a change to force the HTML5 export run in 1600x900 resolution. Some graphics/text may be distorted slightly, however itch.io was clipping parts of the game outside the window prior to this, making it unplayable.
Follow instructions in game for system startup (uses A and D keys on keyboard)
Once you have some drones, you LEFT click to select a drone (left click anywhere else to de-select all drones)
With your drone selected, right click on various things for interactions, as indicated below: - Click the green crystals to harvest minerals. When the drone is full or the crystal location is empty, drone returns to the dome to deposit minerals. Crystals re-grow over time.
Click on the antennas to repair them and begin to send your distress signal. More antennas repaired means a faster distress signal, but WATCH OUT! Once you fire up your first antenna, you awaken the unruly aliens hiding just below the surface of Mars!
Click on your dome to repair it. If the selected drone is carrying any minerals, it will deposit them first. If the dome health is less than 100%, the drone will begin to repair the dome at a rate of 1 health for 25 minerals. If minerals drop to 0, the drone will keep attempting to repair until the dome reaches 100% (other drones can deposit minerals while the current drone(s) repair the dome. When the dome reaches 100%, drones will STOP repairing so you will need to select them and right-click on the dome if it gets damaged further.
Things which were unfortunately cut for time: - The instructions mention that Dyna and Mo may occasionally break down. This never happens, because it took a lot longer to get them to behave for the intro and frankly Rubix was tired of dealing with them any further. - Turrets, because I ran out of time to implement them. - More music and sounds, because I finally got the exports working with about 2 minutes to spare before the Jam deadline
Tools Used, Credits, Special Thanks, etc:: - Godot game engine - Trello.com for project board management - LabChirp and sfxr for the (few) sound effects in the game - Kenney for the font: https://www.kenney.nl/assets/kenney-fonts - AnneArkey for literally all the graphics and around 85% of the story - RubixNoob13 for the big ol' bowl of spaghetti code that is this entry - Ludum Dare for being AMAZING - Anyone who plays this and leaves a review - Special thanks to anyone who read this far down the page
Bug fixes since initial upload: (updated 4/5/2022) - Removed subfolder from .zip file for itch.io to allow playing in browser window - Game still running at gameover state - gameover screen not darkening as intended - enemy speed set incorrectly (forgot to reset after debug testing) - multiple drones gathering 1 resource will no longer cause them all to get resources at an accelerated rate - player should no longer be able to select multiple drones - player should no longer be able to start building a drone before turning the power on - repairs should take place if player clicks in the majority of the area of the dome instead of a very specific place - stopped various things from spawning even after game over screen was reached
| Link | https://rubixnoob13.itch.io/morpheus-of-mars |
| Original URL | https://ldjam.com/events/ludum-dare/50/morpheus-of-mars |
Ratings
| Overall | 1221th | 3.038⭐ | 28🧑⚖️ |
| Fun | 1211th | 2.827⭐ | 28🧑⚖️ |
| Innovation | 1313th | 2.462⭐ | 28🧑⚖️ |
| Theme | 1200th | 3.077⭐ | 28🧑⚖️ |
| Graphics | 1180th | 2.788⭐ | 28🧑⚖️ |
| Audio | 927th | 2.217⭐ | 25🧑⚖️ |
| Humor | 1067th | 2.159⭐ | 24🧑⚖️ |
| Mood | 1193th | 2.923⭐ | 28🧑⚖️ |
| Given | 28🗳️ | 30🗨️ |
While I liked the concept, I still would've wished for some basic military unit or maybe that the drones can be weaponised. The controls feel intuitive and on point, the flood of enemies feels natural. Well done!
Some military units/buildings would definitely have helped spice things up, but still great work for the amount of time you had!
Dune 2 indeed!
Amazing job though, and definitely a memorable game in this jam. RTS is a hard genre and we royally failed creating one for the last LD... impressive!
However, a simple thing is that when you have a drone selected there could be an icon whenever you mouse over something that would show you what the drone can do at that location.
Well done!
Really liked how you did the startup sequence. Very clever and gave some character to the world.
- @travis-bittel @teammonumental Turrets were a feature planned so you could build them and they would attack enemies. The sprites were actually in a folder in the final build, but unfortunately I ran out of time before I could get them implemented and had to submit
- @nikl The Y + A/D sequence was supposed to be you as the player starting up a manual power generator which was to be assisted by 2 bots, "Dyna" and "Mo", as in a "dynamo", which is a type of generator to make electricity. I was also planning to implement then occasionally breaking down, so you would have to "fix" them by spamming their respective buttons of A or D while playing the game. When the power is out, the oxygen would no longer refill, and possibly the turrets would stop firing / drones stop working, as the idea of the drone limit (which I never fully explained in the game) was that the computers inside the base were only strong enough to power a small number of drones, which is why you can only have 5 drones built
- @noirox @codebug I did intend to have the minerals, dome and comms dishes to have a status that will appear when you mouse over them to indicate which actions can be performed there.
- @imaginary In the story that we had about half way fleshed out, in addition to the enemies, there was also going to be radiation clouds which would also damage the dome. So it is INEVITABLE that the dome will collapse. However, to give you a chance at survival, once you repair the comms, you start to send a distress signal. Due to the real world times involved in sending a signal from Earth to Mars and back, we decided it should take some time for the signal to be sent, and when the comms progress bar (top right) is full, it changes to a "Rescue" timer. When THAT bar fills, if you haven't been killed by the enemies and you still have oxygen, you get rescued and win the game. The idea as to WHY this causes enemies to start spawning is that the signal woke them up and they're angry, so they attack you. Was also planning to have them attack the closest of either the antenna or the dome when they spawn, but I didn't get everything implemented as you already know. Fun fact: "Morpheus" was a god of sleep and dreams, which is where the name of the game comes from. The story premise is basically that your signal "wakes up" more sleeping enemies while you're trying to call for help
- @jessekaz I should really include more text in the display to indicate that there are resource costs for repairing. If I remember correctly, the dome takes 25 minerals per 1 HP of repair (it has 100 total health I believe). The comms have 10 health, but I think each point of health takes 250 minerals to repair, so it takes a total of 2,500 minerals per comms dish. However, the dishes DO remember how many minerals were put into them, so they will take a partial repair, then eventually be fully repaired once you've chucked enough minerals into them.
- @link270 I know it's not super obvious, but once you fix ANY of the 3 comms, you start sending a signal (there's a progress bar on the right. The more you fix, the faster that bar fills. However, once it fills, you still have to survive until the rescue arrives (Same area, the progress bar changes from "Comms" to "Rescue"). I meant to include some popups or something to explain what was going on but again, time constraints lol. I always tend to plan about 10x bigger than what I can realistically accomplish in 3 days, but I still had a ton of fun with this jam!