Landfall by LCStark
Landfall

Story
You are preparing this ocean world for colonization. We've selected a small chain of islands and constructed a Landing Pad to serve as your starting point. Construct what your people will need to survive, then request for colonists to be sent down. Grow your colony, gather enough resources to expand available space and keep your colonists fed.
Objectives
Prepare the planet for colonization.
Build some houses, request new colonists through the landing pad, keep them fed.
Other than that, you're free to just sit down and relax.
Controls
Left mouse button for most things - selecting buildings, clicking buttons, etc.
Open/close pause menu with Esc (P in browser version)
You can cancel selected construction either by selecting the same building again, or by clicking the right mouse button
Gameplay
You start with just a Landing Pad and a few empty land tiles. Use your starting resources to prepare some production buildings before receiving your first colonists.
Your colonists will need somewhere to live, so build at least one House. The amount of free living facilities determines how many colonists you can call down.
A Hydroponics facility will produce food for your colonists - they'll need to eat once a cycle, so better make sure you have enough food being produced.
Hydroponics uses water to make food. To get water, you have to build a Pump. The Pump also provides you with a small amount of stone, so it will give you some material to keep building.
Wood Farm also uses water for its production. Make sure you've got enough manned pumps before you expand your wood production, or it might cause shortages.
Assets
All graphics, sounds and music were made during the compo.
Post-LD updates
0.2.0 (2023-10-02)
- colonist lander animation on colonist request
- holding Shift when building allows to construct multiple buildings
- added income/expense notifications at cycle end
- added last cycle income/expense tooltip on resource bar hover
- normalized the volumes of music and sounds, since I forgot about it in the compo :(
0.3.0 (2023-10-04)
- added keyboard bindings for building construction
- modified production values, rebalanced production usage and outputs (though they’re definitely not final)
- added “Min” and “Max” buttons to colonist request for quicker input
- colonists without a job now get auto-assigned to free jobs:
- newly arrived colonists will try to find a job within few seconds
- colonists manually unassigned from a job will seek a new one if not reassigned for a full cycle
0.4.1 (2023-10-07)
- production code rewrites
- resource production batching
- production & usage progress bars
- building worker amount visualisation
2023-10-08
Thanks to an idea from @renrok and @MoonDweller I've implemented a switch between the compo build and the post-LD build in the WebGL version of the game. Now you can play either on Itch.io without having to download the Windows build!
0.5.0 (2023-10-19)
- added more sounds
- added initial notification for colonists request
- added missing resource notifications to buildings
- added notification for arrived colonists
- resource icons
| Link | https://lcstark.itch.io/landfall |
| Link | https://lcstark.itch.io/landfall |
| Link | https://lcstark.itch.io/landfall |
| Original URL | https://ldjam.com/events/ludum-dare/54/landfall |
Ratings
| Overall | 171th | 3.593⭐ | 45🧑⚖️ |
| Fun | 189th | 3.453⭐ | 45🧑⚖️ |
| Innovation | 271th | 3.081⭐ | 45🧑⚖️ |
| Theme | 197th | 3.593⭐ | 45🧑⚖️ |
| Graphics | 218th | 3.372⭐ | 45🧑⚖️ |
| Audio | 178th | 3.202⭐ | 44🧑⚖️ |
| Mood | 171th | 3.354⭐ | 43🧑⚖️ |
| Given | 45🗳️ | 70🗨️ |
Lots of clicks are needed - automatic assignment to free jobs and the ability to place multiple copies of the same type of building in quick succession would make an attempt at filling the screen easier.
I didn't do automatic job assignment because I wanted the player to have full control on what resources are used - I didn't want new colonists to get automatically assigned to wood farms the player might have prepared for later and use all the water, causing food shortages. Perhaps I should have instead found a workaround, like assigning them to pumps first or giving the player the ability to disable a building so it's not auto-assigned. I'll think about it in the post-jam version.
And as for multiple copies, that is an oversight on my part, I'm going to implement it now for the post-jam version (as I think it should be a quick fix).
Ps. (I love a hex-map game too)

Production numbers are definitely unbalanced. I screwed up production code, so as a quick fix I had to make it so every building produces 1 unit of resource per job and all I could do within the compo time was to manipulate production time, so it ended up how it is now. That's probably the next thing I'm gonna work on.
In hindsight, I should have definitely added key bindings for buildings, as well as the multi-construction. I've already added building with Shift key in the post-compo build, I guess key bindings are next. :)
Thanks for playing for son long and for the feedback!
I wish there was a way to see if a building is active, and maybe how occupied it is.
Very chill, easy to sit and just thinker for ever1
- There's no way to see which buildings are occupied with workers and which aren't.
- While it's possible to take workers off a building, I did not see the need. With one exception: If there's no more space left on the map, you don't need wood anymore.
- An overview of how many resources are produced/consumed (and the net result per time). I can see the numbers go up or down, but with this kind of game it would be nice to have that information.
Overall I had fun with this game and I see the potential. Don't abandon this!
What really needs to stand out is which buildings are occupated/worked in how much. Also, lots of little animations to make it feel alive.
The music is giving a nice relaxing vibe, perfect for this kind of game. Well done!
PS: Did you see the entry of @seam00se ? Has some similarities and I think you both could take some inspiration from each other!
Limited space? Where???
As some previous commenters said, it would be cool to add adjacency mattering, so building placement would be more of a puzzle. Right now nothing really stops you from building other than lack of resources, and if you have the necessary productions whether you can afford something is just a matter of time.
Glad we could help with the build selector!
What a pity that there is no any goals in this game!
I'm not sure if I guessed correctly but stone resource seems to be mined by houses, right?
If yes, why there is no separate building for that like in case of wood?
Imho, such building should make resource management a bit more interesting task for a player.
Overall I'd like to see a bigger version of this addictive game with maybe more buildings or complex rules :)
Solid entry nonetheless!

It was rather relaxing and i enjoy that you could balance things out precisely if you wanted to.