Limit at Infinity by APG

[raw]
made by APG for Ludum Dare 54 (COMPO)

The Abyssal Realms have been sundered into countless spheres. It is your job to rebuild the connections between them, until enough of the Abyssal Threads have been built to draw the spheres together and reconstitute the Realms!

  • Use WASD to move
  • Space bar to shoot
  • Press Shift while on a thread gate to go to a different map (Warning: old maps keep going while you're gone!)
  • Build things using the menu on the left
  • Angler fish destroy your buildings, kill them with shooting, seekers, or jellyfish
  • Build abyssal threads on six different maps to win!

Many constructions can only be built on certain surfaces: when you hover next to a wall, floor, or ceiling, the build list will update and show you what you can build there.

It's VERY IMPORTANT that your first three builds are to create a mussel bed, a glowing algae, and a detritovores. If you don't do that, you won't be able to generate any more resources of all the types you need!

The more constructions you build, the faster the enemies come. I would recommend building the following as a starting point:

  1. Detritovores on the floor
  2. Glowing algae on the wall, near the detritovores
  3. A mussel bed on the wall, near the first two
  4. Build a coral bed near your other production buildings
  5. Build a seeker spawn (on the floor) and/or a jellyfish spawn (on the ceiling or floor).
  6. Build a harvester spawn

Blanketing the ceiling in jellyfish spawns seems to be a pretty good strategy to keep the enemies down. Once you build an Abyssal Thread, enemies stop spawning on that map.

Good luck!

This game uses the YoungSerif font, published under the Open Font License.

Ratings

Overall 320th 2.974⭐ 21🧑‍⚖️
Fun 327th 2.763⭐ 21🧑‍⚖️
Innovation 311th 2.842⭐ 21🧑‍⚖️
Theme 299th 3.053⭐ 21🧑‍⚖️
Graphics 288th 3⭐ 21🧑‍⚖️
Audio 275th 2.382⭐ 19🧑‍⚖️
Humor 262th 1.967⭐ 17🧑‍⚖️
Mood 296th 2.794⭐ 19🧑‍⚖️
Given 12🗳️ 6🗨️

Feedback

TheJookerful
02. Oct 2023 · 20:16 UTC
Very good game, but it took me a little while to understand how to play it properly. I looked everywhere, but I think there's a missing indication that we can only build "detritivores" on the ground. Without this indication, you quickly get stuck running out of resources. But once I understood that, the game became really cool, and I enjoyed it. Good job on this game, well done ;)
Alexey Akulovich
03. Oct 2023 · 18:50 UTC
![Untitled.png](///raw/8ff/81/z/5f5cf.png)

I can't understand, what I need to do for next. I tried three times restart the game, but nothing was happen...
Joymagine
04. Oct 2023 · 02:51 UTC
super confused about how to get started.. i get a feeling its like a RTS base builder but I have noo idea how to get started.. it needs a tutorial or something
or like an initial build order list or something
🎤 APG
04. Oct 2023 · 15:53 UTC
@joymagine @alexey-akulovich

I'm sorry that it's not very intuitive. I'll update the game information to try and give a better introduction.
Luis Carli
05. Oct 2023 · 00:58 UTC
Sorry, I read the description but did not understood how to play the game.
Martin Bousquet
05. Oct 2023 · 12:08 UTC
Unfortunately I get this error when I try to run the game.

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 tried reloading a few times and it's either that or an infinite loading screen.
epic_zeta
05. Oct 2023 · 12:10 UTC
I didnt get any error just an infinity loading screen. the game seems fun based on the description, please fix it and i will definetely try it :)
Likirus
05. Oct 2023 · 12:15 UTC
It's not very intuative that you have to move to the edges to be able to build, but after I figured that out and with your build order above, I was able to complete the first map and build the abysall building. However, it took quite a while and was a constant struggle because I could never really control the enemies. Your game is a very interesting concept and has some nice RTS/Starcraft vibes, but it could have used a bit more polishing to truly shine.
ldkuba
05. Oct 2023 · 12:20 UTC
It was a bit unintuitive at first, esp. with having to build the 3 resource spawners first (maybe generate one of each on the first sphere?). Other than that it's a very cool game. Good concept, well executed, no criticisms i can think of.
Supersayafynn
05. Oct 2023 · 12:22 UTC
Aside from the missing ingame tutorial, I enjoyed this game a lot once I understood everything! It is very relaxing and a very satisfying little RTS. Great pixelart aswell! My only criticism would be that there is no real reason to immediatly change maps, you can just plaster one of your secure maps with coral reefs and harvesters, wait for a bit and immediatly build an abyssal thread and a gate on the new map.
lalordmikey
05. Oct 2023 · 12:23 UTC
Just needs some clear instructions on what you have to do. Indications on how much things cost and descriptions on what the items cost would also go a long way in making the game more understandable. It would also be nice to have an indicator as to when the angle fish spawn so you can plan accordingly.
🎤 APG
05. Oct 2023 · 13:16 UTC
I definitely did not polish it as much as I wanted to. Around 5:30 on Sunday I realized that the compo ended at 6:00 instead of 9:00. At that point, I was mostly just glad to be able to publish it.

FYI, I don't get any errors/infinite loading when I try to play the game.
WiredOverload
05. Oct 2023 · 14:19 UTC
It took a while, but I won your game! I think what would make it more intuitive without going all in on a tutorial or build order would have just been to show the player what is possible to build as I had to learn the hard way that defense spawners existed, which are essential to progressing. Additionally I think there is a fatal flaw in the game that you can simply bank up all the materials you need in your first sphere after building the abyssal thread, so you can simply create a new sphere and immediately place down the thread and portal five times until you win. I liked the idea that you can only place certain things on walls or floors, but again that works better when you know what is available to place on said walls and floor, maybe just greyed out with a directional character like < ^ >. Overall, once I got past the learning curve I found a couple unique design decisions that still made the game interesting and I think it's a decent compo game, nice job!
Alfred Clark
05. Oct 2023 · 16:48 UTC
Other people have already commented on the slightly confusing onboarding (although the instructions on your page now i think totally work), but I absolutely love the idea of this game; it's the only game from the jam that I've saved to my "inspirations" board so far. The theming and pixelart is just so appealing, and I love this kind of management game. Fun to spend time figuring out how best to lay out defensive towers and resources, save up for spawners, etc. Great job, I would love to play a more developed version of this in the future.
LCStark
06. Oct 2023 · 19:58 UTC
So at first I had the same problems as others with running the game - either the infinite loading screen or the Cross-Origin Isolation error. I've switched from Firefox to a Chromium browser and while it too showed the error, the game managed to run itself.

It is a great game, but it definitely needs more work on explaining itself to the player. First I think it needs some better way of showing the player they actually can build something. This could be solved by something like a simple tutorial, or maybe highlighting one of the floor tiles to attract the player there and show them the construction list.

Speaking of the construction list, while it looks nice to have short separate building lists, I think it would work better if all the constructions in the game were visible there at all times, with maybe greying-out the unavailable ones and giving them a tooltip explaining why you can't build them (i.e. "not enough X resource" or "can only build in a corner". Having the buildings be visible gives the player a goal to strive for. For example, if the Abyssal Thread was visible at all times, I could check its requirements and think "alright, so I need these resources to build this, and it's a lot, so I need to build up my resource production first".

The overall aesthetic is great. All the units look nice, and while the buildings are pretty simplistic, they fit the game's theme well. And the theme is reinforced well by the soundtrack, giving the vibe of being somewhere deep underwater in the unknown.

The game fits the jam theme great, while at the same time having a fantastic way of circumventing it - you've got limited space, but you play on several different connected spaces. It's a great idea and it has a lot of potential to be expanded upon.

![lai.png](///raw/3cc/31/z/5fe6d.png)
gizz1
11. Oct 2023 · 17:22 UTC
Cool concept, I love it
3mpty
14. Oct 2023 · 21:26 UTC
Graphics are decent and the concept is cool but the game is ridiculously punishing and offers little in recovery options. It's possible to softlock yourself in any number of ways immediately which is kinda lame and there is no explanation for any of the construction options so you just have to trial and error to figure out what each thing does, losing entirely each time.

I don't think the game is complex enough that it needs a front loaded tutorial, just basic info for the player to make informed decisions early on.

Enemies also appear early, do critical damage and unless you optimise your build perfectly basically end your run instantly.

Overall a decent idea but I think execution is unfortunately pretty poor, I would focus on playtesting and user experience for later games.

Great job submitting! It's always hard to finish a game so don't take these criticisms too harshly! Keep it up!
zealous-coder
15. Oct 2023 · 19:18 UTC
I like it though I reached an impass, I could not get the gate to do anything.
LDJam user 206001
17. Oct 2023 · 02:10 UTC
I read the comments looking for explanations and saw that it wasn't just me who was lost. I think the under-the-sea theme is cool and the game could be cool, it looks simple, but from what I've seen it's completely complicated to play to know what to do. I couldn't figure it out.
kiv
18. Oct 2023 · 07:29 UTC
As many other fellow commentators, I spent some time to figure out what I have to do in the game. But the investment worth it! It's a cool little gem, I honestly recommend everyone to try it! It's sad that many of the jammers will skip it because of hard onboarding, but anyway, it is a great example of a tiny RTS. Great work!