Goblindentured Harvester by Magnanix
Had to cut a large amount of planned content from this one, even with a small scope it appeared to have been too much.
Although, the method of development I used this time made everything much easier than the normal spaghetti mess that jamming is.
The Game:
You are an indentured harvester, technically free - for the first time ever... however freedom is never free - and you have a debt to repay.
Not many jobs around for small goblins, none that will allow you to pay back the ridiculous 800% p.a. interest rate of the shady loan shark who purchased your freedom... except for a dangerous one.
The Goal:
Dungeon portals are lucrative, especially ones that are closing - no-one will even know that you are scraping the leftovers/missed minerals, corpse parts, and loot that has been left behind. Its dangerous, but you have organized for a rescue plan, its just a little more cost.
Enter collapsing dungeons, run through the rooms and harvest minerals, graves (corpses) and loot chests that have been left behind by adventuring parties. Escape through the entrance portal before time runs out, or you'll be slapped with a revival charge.
Harvest enough, whilst improving yourself with the small amount of money you keep, to pay off your debt and finally be free!
Controls:
(Gamepad should also work, but I ran out of time to set up menus/location selection for it). - Mouse Move + Left Click: Select Portals on the world map screen - WASD: Movement - E: Interact with objects, and attempt harvest minigame - Esc: Cancel harvesting early, allowing you to move once more
I had fun working on this game, there may be a few small bugs remaining, but nothing too egregious I hope.
I did have to cut out/concatenate a few functions (originally wanted an equipment shop to improve stats, or a "train X for a day" option like visual novels/etc - this became a quick [+] button shop). The art is also bare bones, as I left this until last, and spent the last 3-4hrs figuring out why PlayerPrefs wasn't working...
I hope you have fun and enjoy what is there, I may consider working more on this sort of idea if I can design a more full fledged gameplay loop :).
| HTML5 - JAM ENTRY | https://magnanix.itch.io/goblindentured-harvester |
| Windows - JAM ENTRY | https://magnanix.itch.io/goblindentured-harvester |
| Original URL | https://ldjam.com/events/ludum-dare/52/goblindentured-harvester |
Ratings
| Overall | 505th | 3.342⭐ | 21🧑⚖️ |
| Fun | 459th | 3.289⭐ | 21🧑⚖️ |
| Innovation | 590th | 2.974⭐ | 21🧑⚖️ |
| Theme | 370th | 3.763⭐ | 21🧑⚖️ |
| Graphics | 641th | 2.947⭐ | 21🧑⚖️ |
| Humor | 565th | 2.472⭐ | 20🧑⚖️ |
| Mood | 706th | 2.868⭐ | 21🧑⚖️ |
| Given | 10🗳️ | 13🗨️ |
The game loop was a bit easy to blow through the debt, I wasn't sure what the upgrades actually did and they were too expensive relative to the debt to be worth chasing. You could try making the debt something far more massive and have the upgrades drastically increase how much you earn
The only major issue I had was the bar you use for the harvesting minigame could be cutoff if the mining spot was too far up on the screen or too close to the sides
One thing I'd add is some in-game explanation of how the stats work, and what changes between the difficulty levels.
I liked choosing locations on the map. They reset each time, but it would be nice to be able to clear them out one by one to have a sense of progress.
I agree with what the others said - didn't quite understand what the upgrades do, and there wasn't enough time to actually play with them. Different kinds of obstacles would've been nicer, but as you said, there just wasn't enough time to put everything you had planned, which is understandable. :slight_smile:
And that brings me to the thing I actually wanted to mention. This is the first game jam where I'm doing some planning (as in, writing down the plan and estimating the tasks, not just having a vague idea in my head). And I have to say, I feel it was quite helpful to keep things organized, and to understand what would be a reasonable scope. Am definitely planning to do it again next time! Here's a screenshot of my "amazing" plan. :smile: Perhaps it would be useful to you or someone else reading the comments! :shrug:
https://stuff.pulni.com/files/ebhz-plan.png
I found out pretty quickly that the minigame does not need you to hit in the green, just spamming E as soon as it opens lets you clear the loot at high speed - which pretty much nullified the debt in a few days. This bug became useful a few times, as treasures near the top of the screen mean you cannot see the minigame bar.
I also didn't find the traps a threat, as the telegraphing of them from the start meant I was playing proactively around them, not reactively. Having the shadow for the rocks only appear very briefly before they fall could mitigate this. Some of the spike traps spawn right against doors, so I was taking hits as soon as I entered a room.
It has potential, but needs a balance.
