HUEBER by Wrong Timeline
Ever wanted beautiful colors delivered right through your home without needing to get up from the couch ? Well, your prayers have been asnwered, as we at HUEBER will mine, transform and then send those right to your house in record time !
Commands
Game speed
- 1 : Normal game speed
- 2 : Fast game speed
- 3 : Ultra fast game speed
- Spacebar : Pause !
Build Modes
- Q : Mining build mode
- W : Industry build mode
- E : Delivery build mode
- R : Road build mode
- T : Area Destroying mode
Special shortcuts
Hold Ctrl to see data on all your existing Areas Hold Alt to see data on all buildings : this displays the remaining amount of raw materials in deposits, and the objectives of houses.
Gameplay
First of all, try our in-game tutorial !
In Mining, Factory and Delivery modes, dragging around the screen will generate Areas that will make use of the buildings on the map. Mining areas collect from natural deposits, Industry areas transform the incoming raw materials, and Delivery areas are neighborhoods that can receive products collected or crafted previously.
The goal of each map is to complete all of the objectives that you can see on the Houses by delivering the required amount of colors.
But beware, your time and Areas are limited !
To join these Areas and create a network, use Roads by clicking on two separate Areas. You can also remove existing Roads by trying to build the exact same again, which will cancel the original. Also, use Destroying mode to nuke existing Areas and all the connected Roads. It's the only way to regain buildable Areas !
Gameplay various Q&A
- "How can I connect two Mining areas or two Delivery areas to split the loot ?"
- Unfortunately, you can't connect two Areas of the same type.
- "Sometimes when I try to build Mining Areas over multiple types of deposits, it only picks one type, or straight up doesn't work ?!!!"
- Mining areas can only have one type of resource collected. When you create a Mining Area over several types of deposits, it picks the one with the most deposits in your circle. If it's a tie, then it can't be created. But don't worry, you still keep your Area for something else.
- "I managed to create empty circles and connect them to other Areas, but I don't understand how they work ?"
- You can always create "empty" Areas called Checkpoints. They can be used as a proxy to transport stuff more efficiently. However, they can only go one way, from one type of Area to one other.
- "Unlocking stuff is boring, I want all levels now !"
- Wow, jeez, okay ! Just press Ctrl+U on the menu screen :)
The team
- Stan Dusk : Graphic Design, Art, Music, Level Design
- Nuclehon : Programming, Game Design

| Link | https://wrong-timeline.itch.io/hueber |
| Original URL | https://ldjam.com/events/ludum-dare/53/hueber |
Ratings
| Overall | 593th | 3.575⭐ | 22🧑⚖️ |
| Fun | 480th | 3.55⭐ | 22🧑⚖️ |
| Innovation | 366th | 3.6⭐ | 22🧑⚖️ |
| Theme | 160th | 4.325⭐ | 22🧑⚖️ |
| Graphics | 870th | 3.2⭐ | 22🧑⚖️ |
| Audio | 478th | 3.375⭐ | 22🧑⚖️ |
| Humor | 799th | 2.735⭐ | 19🧑⚖️ |
| Mood | 603th | 3.525⭐ | 22🧑⚖️ |
| Given | 19🗳️ | 22🗨️ |
Basically : Create areas with Q around mines, W around factories and E around houses. And connect them with roads : to create them, get into Road building mode (R) then click on the first area, then click on the second area. No need to drag the mouse between the two, it's two separate clicks !
I love this time and resource management genre.
For me the instructions were clear, the shortcuts were great, the only confusing was the "R" I always wanted to remove with it.
Thanks guys for creating this game, good job! (:
I sometimes had the problem that pausing or unpausing it would jump back to the previous setting.

Otherwise this is a cool game!
But hey, you guys might not want to hear my opinions, we all had limited time and rarely do we get to have everything as perfect as we'd like. But props for doing something that is different from everyone else.
@beeb-gamecodecompany Thank you for that very detailed feedback ! Having a universal circle drawing was the plan initially, but we thought it would be more "intuitive" to have different modes for this. Our reasoning was that we were afraid people would not understand why, by drawing a circle over multiple types of buildings, it would select only one type out of all of them. So we split the three types more "explicitly".
The only thing I would improve is the UI. Sometimes, when the zones collide, its really hard to delete the right zone or line. Also, I would have liked to get more visual/audio feedback when i reached the maximum on the zones/lines.
Overall, it was a fun game to deliver color to the people!