Gold Extraction by obittner
In "Gold Extraction" you are sent on a lonely mission to deliver gold while also protecting your mining outpost. Open the build menu with the "B" key and build a mine on a ore deposit to gain gold. Either send your gold home to increase your score or use it to build defenses.
Controls:
- Move with W, A, S, D
- Collect gold with Space
- Open/Close the building menu with B
- Toggle repair mode with R then click on buildings
- Zoom with mouse wheel
- Use the red "D" button on the helipad to deliver gold and increase your score
- You need gold in hand to reload your weapons but gold on your helipad to build and repair
Quick Start
We would have really liked to create an in game tutorial, but since we ran out of time, it is here in written form.
Your base is on the left side of the map, while your opponent is on the far right. You can see them when you zoom out all the way. The game ends as soon as any of the two helipads is destroyed. Your goal should be to deliver as much gold as possible before destroying the enemy base.
You start the game with enough gold to build one ore mine on the spot to your left. You also get a low amount of passive income in case your only mine get destroyed. To build new structures, you need to load the gold onto the helipad. A button to do so will pop up if you're standing next to it. You can use the gold in your helipad to build, repair or deliver it via the red button labeled "D" to increase your score.
Changelog
- 2023-05-04: Fixed bug where walls would sometimes be invisible after being build
Ratings
| Overall | 1216th | 2.448⭐ | 31🧑⚖️ |
| Fun | 1186th | 2.448⭐ | 31🧑⚖️ |
| Innovation | 986th | 2.845⭐ | 31🧑⚖️ |
| Theme | 1180th | 2.69⭐ | 31🧑⚖️ |
| Graphics | 1069th | 2.232⭐ | 30🧑⚖️ |
| Humor | 1051th | 1.808⭐ | 28🧑⚖️ |
| Mood | 1170th | 2.125⭐ | 30🧑⚖️ |
| Given | 29🗳️ | 42🗨️ |
The nexus (helipad) will gain a small trickle of gold aswell.
Thank you, i have updated the description.
The "little guys" are in fact cannonballs from your opponent. You can not block them with your shots (that was originally the plan, but we ran out of time). The idea is more to shoot the enemy weapons.
I just noticed the bug with building the walls as well. I will fix it as soon as I get the time.
I adjusted the description again with your feedback. Thank you.
I do like the idea though, it reminds me of a tank battle minigame from Dragon Quest I played years and years ago. Congrats on finishing what you did.
The main issue being UX and UI. Nothing was obvious to me about this game.
I did not read the controls from your description at first just to see how it plays while being dropped in blind.
The first thing I did was tried to interact with the holes in the walls, but pressing buttons next to it did nothing.
Then I swam into the sea. And this is where I would have stopped playing normally.
After reading the controls and finding out that there is an opponent and that you can zoom out...The game was still confusing as it is not clear what the buttons in the build menu mean or do.
A guiding hand in the form of a tutorial would definitely have made this a more fun experience.
Thank you for playing our game and leaving such extensive feedback.
We are first-timers at LD and got carried away by our ambitions and in the end had barely time to finish our gameplay loop :sweat_smile: Next time we will try to set smaller goals so we have time for balancing and polishing.
The gameplay is nice when you figure out what to do. If you guys are willing to take a bit more time developing the game you could have a nice thing in your hands.
You're absolutely right, we aimed too high and really struggled in the end with what to cut. But LD hooked us, and next time we will know better.
Nevertheless, the intention behind the game was good. Perhaps focusing on fewer things, such as just collecting gold and defending the site, could have made the game more polished and better reflect what you were trying to do for the event.
Despite trying to cover too much ground, I think the intention is good and the game could become interesting if more time is dedicated to organizing the ideas more clearly.
I like the direct use of gold as ammunition.
I didn't realise the buttons on the helipad were buttons to click on at first.
It felt arbitrary whether I could build and repair stuff or not. Some numbers somewhere would have helped.
The goal is also unclear, am I supposed to sell gold for a score, or attack the opponent, or just hang out indefinitely.
That splash sound highlights the fact there are no other sounds or music, which makes it a bit jarring.