A Barren Land by penguindustin
A barren land where you must lead them to survive.
Play on Itch.io since the webplayer for Godot is broken in the LD site.
(Note: the game kind of ends on a cliff hanger right before it feels like it's about to start the next stage, you'll know when you get there)
The original Idea of the game was you had a camp of slimes that you had to lead to either absorb or consume other groups until you were the last one remaining. The original gameplay loop would be: fight -> manage camp -> handle events -> repeat. The 2 core mechanics was the management and the fighting, you can guess what got implemented first :D and ended up being the final game. Time was running out and I pivoted to be more story/lore focused rather than mechanics focused.
Art Assets used made by https://twitter.com/KenneyNL
| Link | https://penguindustin.itch.io/a-barren-land |
| Link | https://penguindustin.itch.io/a-barren-land |
| Original URL | https://ldjam.com/events/ludum-dare/54/slime-kingdom |
Ratings
| Overall | 1100th | 2.69⭐ | 23🧑⚖️ |
| Fun | 1075th | 2.571⭐ | 23🧑⚖️ |
| Innovation | 1082th | 2.45⭐ | 22🧑⚖️ |
| Theme | 1125th | 2.024⭐ | 23🧑⚖️ |
| Humor | 924th | 1.583⭐ | 20🧑⚖️ |
| Mood | 925th | 2.975⭐ | 22🧑⚖️ |
| Given | 12🗳️ | 23🗨️ |
- manage UI screens/buttons
- better event/unlock system
Some things I'd do differently for next game jam:
- focus on the interactive mechanic/loop first
- don't have a "dynamic" UI
- SFX and music
```
Error
The following features required to run Godot projects on the Web are missing:
Cross Origin Isolation - Check web server configuration (send correct headers)
SharedArrayBuffer - Check web server configuration (send correct headers)
```
I looks like ldjam doesn't support SharedArrayBuffer needed for the latest Godot Web to work. Have a look at this: https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_web.html
But I enjoyed the game, specially the narration being merged with the survival element. Cool stuff!
Is there any other buttons that will be added in the future?
Still, the background was nice and pleasant, and the communication was clear; overall well done!
It's pretty sad it ends in a cliffhanger, sometimes it's better to focus on a short but complete experience over a complex but unfinished one.
Some basic sound effects for each event (swords sounds when we get raided, human sounds when people join us...?) would also improve the mood a lot!