Harvest : Mars by angry-cyboot

[raw]
made by angry-cyboot for Ludum Dare 52 (JAM)

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 ...

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🗨️

Feedback

pazzi
10. Jan 2023 · 04:51 UTC
I didn't survive very long, but I could tell that you guys did put good effort into your game. I really liked your concept and the aesthetics- even without sound there was a good atmosphere to the game, and while I am a bit sad I couldn't do much it was intriguing nonetheless!

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!
Tasman Smith
10. Jan 2023 · 05:37 UTC
I loved the look of this! Some instructions or a restart button would be great, although it's also fun to learn the mechanics as I go along :)
Aes1
21. Jan 2023 · 09:16 UTC
I got to 11, didn't really know how I did it though, I kind of understood but could figure out food very well, I looked through the code and figure out the third icon was meant to be Fertilizer but Couldn't figure out much, I'm guessing it got used as food was made automatically. Cool idea though! :)
Carei
21. Jan 2023 · 10:59 UTC
The game is rather hard to play, I feel like you spent a lot of time to add the mechanics and had no time left to polish them. Something very useful would be a tutorial, or at least a way to add new mechanics one by one, instead of showing the player so much information from the beginning. Otherwise, the idea fits pretty well with the theme.
OadT
21. Jan 2023 · 14:15 UTC
Very ambitious game were the explanation of the mechanic sadly went a bit too short. I got 10 survivors at the end, but without really knowing how I managed to do this :D I feel there is potential if the game gets a bit better explained (like e.g. showing the change in resources for the next round while staffing the buildings)
🎤 angry-cyboot
21. Jan 2023 · 16:07 UTC
@Tasman-smith done and done ^^, though they are post jam additions for ease of testing and should be considered as such

@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 !
someone
21. Jan 2023 · 17:44 UTC
Nice idea for a worker placement game.
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.
Joror
21. Jan 2023 · 19:14 UTC
Neat little survival game! It was a bit unclear what building did what exactly - and what the next turn would bring. Some sounds effects would have been nice too.
The lighting was good ux feedback - tho I could light up two spots with one worker? (hack?)
Jonathan Lorenz
21. Jan 2023 · 19:18 UTC
Hey, the idea seems interesting but I have to say I didn't really understood what I was supposed to do. A tutorial would really help getting player to enjoy the game :) Good job for finish it tho, it seems like there is a lot of mechanics going on !
Fuzzyat
26. Jan 2023 · 17:29 UTC
I like the idea and how you implemented the worker assignment. I also got to 11 somehow.

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.
CobaltJT
26. Jan 2023 · 20:46 UTC
The idea for the game is great. A kind of game I usually enjoy playing.

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.
LDJam user 248799
27. Jan 2023 · 12:25 UTC
Well done for a first jam :) As other comments said it is a little difficult to understand what does what and how to survive, but the idea is great !

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 ?
almost
27. Jan 2023 · 17:17 UTC
Needs a bit more explanation I think. I dragged all of the people to buildings that light up and hit end turn, and I was immediately told that I was defeated. I assume that some building consumed critical resources.

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.
🎤 angry-cyboot
27. Jan 2023 · 17:36 UTC
the current productions and consumptions are in tooltips if you hover over the resources values, but I agree that we should have made it directly visible...