Harvest : Mars by angry-cyboot
Harvest : MARS
This is our first game jam for @justeLoneWolf @Zeviper031 and @flanmers, while it's been the 17th in row for @Angry-Cyboot.
We are not so proud of what we produced but we learned a lot on the way and we are proud of that.
Synopsis
A disaster come and destroy some parts of the base you had.
There is just 15 remaining survivors.
Will you survive long enough to get secured ?
Your manpower is low and you have to grow food to survive.
Commands
You can switch between the "base view" and "field view" with key tab
You can drag and drop survivors on the platform in front of buildings to use them or repair them
You can hover on the resources counts to show the changes predicted for next turn based on the current placement of workers
Please Note
Html5 version seems to only work on Firefox
The restart button and the in-game help were added post LD for ease of testing.
Many other fixes were done ... so many ... too much ...
| Link | https://github.com/AngryCyboot/LD52 |
| Original URL | https://ldjam.com/events/ludum-dare/52/harvest-mars-1 |
Ratings
| Overall | 792th | 2.605⭐ | 21🧑⚖️ |
| Fun | 785th | 2.368⭐ | 21🧑⚖️ |
| Innovation | 542th | 3.079⭐ | 21🧑⚖️ |
| Theme | 581th | 3.421⭐ | 21🧑⚖️ |
| Graphics | 635th | 2.974⭐ | 21🧑⚖️ |
| Humor | 658th | 2⭐ | 19🧑⚖️ |
| Mood | 692th | 2.917⭐ | 20🧑⚖️ |
| Given | 28🗳️ | 5🗨️ |
I totally understand how hard it is to make your ideas come together when under strict limitations- Good work! you should be proud of your first entry! An unfinished game is infinitely better than no game at all!
@aes1 sadly we couldn't implement the fertilizer mechanics in time
@carei it was the first LD for most of our team so this level of complexity was definitely too ambitious... i hope the help popup ... well ... helps ^^
@oadt a prediction is shown if you hover over the resources counts, and we know we should have made it clearly visible, we actually had multiple ideas... but not the time
thanks all for your feedback !
I managed to get to 13 days once. No idea how.
It really needed tooltips or something to tell what each building was, and what they did. The help panel wasn't enough to figure out what was what.
The lights were helpful to show you put a colonist in the right place.
The separate farm and buildings screen was just confusing since the people are displayed in both. I ended up remembering where the farms were located in the building screen and placing them in that rather than switching so I wouldn't accidentally take someone off another utility by mistake.
The lighting was good ux feedback - tho I could light up two spots with one worker? (hack?)
The different resources and production rates got me thinking so there's definitely potential.
With some polish and markers for which building is which, this could be a fun game.
Good job so far.
I think you noticed that your ideas were a bit over-ambitious. This just happens very fast. It certainly happens to me aswell, so I can relate to you.
But I agree that the game jams are great way to improve. Within a few days you learn a lot! The next one will be much better.
Don't hesitate to find a music and some sound effect, it can really help to create an atmosphere :wink:
See you at a future jam ?
I figured out that H shows the consume and production for each building, but I still don't know which building is which. maybe there could be an arrow pointing at the building or a picture of the building.
My guess is field view are the farms.
Ah, looking more closely at the postgame it looks like I ran out of water, so probably I put some people on the geothermal plant which consumes water.
I think you have a fine resource management game, it just needs an explanation of which building is which and what the defeat conditions are. Worker placement as a turn based video game seems like it can have potential.