Priestess of Larak by Alex Mulkerrin
For this Ludum Dare I made a little City simulator :D
Here in ancient Sumeria grain is the unit of trade, what is required to sow in the field as well as your people's food. Try to manage it the best you can unless you want to starve!
Ratings
| Overall | 517th | 3⭐ | 28🧑⚖️ |
| Fun | 531th | 2.74⭐ | 27🧑⚖️ |
| Innovation | 387th | 3.1⭐ | 27🧑⚖️ |
| Theme | 213th | 3.808⭐ | 28🧑⚖️ |
| Graphics | 602th | 2.04⭐ | 27🧑⚖️ |
| Humor | 392th | 2.435⭐ | 25🧑⚖️ |
| Mood | 547th | 2.56⭐ | 27🧑⚖️ |
| Given | 30🗳️ | 27🗨️ |
It could be good to display informations with more icons, to have less text
You have random incidents or even disasters, and also some beneficial things that can happen.
But in the end it looks like it will always go downhill at some point, so the theme was met very well.
Questions for you regarding game strategy: can i see somewhere, how many tons i would need with the current settings in that year (assuming no incidents)? And is there a reason why i would not set the "sowing on" to 100% if i can?
@games-by-tom Thanks, I enjoyed putting in reasons for the variable harvests. Personally all my games have some kind of simulation element to them :P
Concerning strategy I didn't have time to implement a check to calculate whether your current supplies would last. It's something I would definitely add to a more polished version. Sometimes you will not be able to sow 100% of your fields if you don't have enough labourers or you might want to use less grain as seed in order to have enough to feed people. Maybe in the future there could be multiple tasks your limited pool of labourers could work on?
Even once i wrapped my brain around it, I barely understood.
@stasgrach, @corporation and @emberushi yeah it could be explained a lot better :sweat_smile: I did add a bit of text explaining the situation to the game description on the itch page but it would be better if it were incorporated into the game.
I'm definitely going to add an intro screen with explanation of the game mechanics and overhaul the representation of stats :)
Also, wtf with rats ?? they ate 20T of food over the 30T available! What kind of rat is that? Stop growing vegetable and start breeding those rats, it'll make a lot of meat.
You should consider adding a bit of sound, it make a HUGE difference.
Good entry overall :)
Good suggestions for ways to make the crop growing mechanic more complex. It'd be neat to have crops that grew quicker or slower and had different returns.
@cievers it's lucky to be living in the 21st century rather than thousands of years BC. Not very many game developers back then! :P
@janku I'm glad you enjoyed it :D yeah there is a lot of text and I'd like to make the information be presented in a more visual style with bars and animations.
@pepnou Yeah at the moment there isn't much reason to harvest less, better tactic to sell off land when you need more food. Haha yeah those rats are crazy, they can currently eat up to half(!) your stored food :o
I could add some sound, probably just basic beeps and boops though...
Hamurabi is great, not only for being one of the first city management games but also because it was shared with other people back in the day when game programs were simple enough that the source code (in Basic) was printed in it's entirety in a computing magazine! A shame that was well before my time but you can still find scans of the magazine [online](https://www.atariarchives.org/basicgames/showpage.php?page=78)
@nyxkn @harmadillo and @rustywolf Yeah the amount of information presented to the user is pretty overwhelming and cluttered. It's more like a full debug display rather than an ingame one :/
I'm planning on completely revamping the display of information to only show the most important details with the others available on mouse over. It would be nice if the game told you if there was insufficient food to last till the next harvest too...

After 30 years of feeding my people half rations I decided it was time to retire :)
Cool game! I like how you got to see the statistics afterwards. Why not always give half rations? I saw no downsides with that hehe
@theblitz the logic for plagues is very basic at the moment and I'd like to totally revamp it. Ideally a plague will only be possible once you've reached enough population and the effect will be based on how healthy your people are. Also I think there should be a mega disaster that eventually happens that all but guarantees your failure >:D
@notime4games heh I see someone hit upon the idea of always using half rations (which never actually cause any negative effects at the moment...) I've always liked having after game stats to look through too. Sadly what I managed to make for the Compo were very basic, as can be seen by those graphs going off the top of the chart :P