DWARFS by Jimbly

Disclaimer: Contains no dwarves.
Go "fishing" for exotic resources on gas giants using the configurable DWARFS probes.
Controls: Works great with keyboard, mouse, or touch. Gamepad also works reasonably well.
Post-jam version has basically the same inner and outer gameplay, but greatly tweaks the balance and how they fit together to give more motivation to do well in the minigame and feel like you have more choice and a goal in the outer game.
If you complete the first planet, you will have seen probably more than enough of the game ^_^. Complete the second planet only if you're having fun or really want to get on the high score list ;)
Links * HTML5(WebGL) (Post-jam version): dashingstrike.com/LudumDare/LD56/ * HTML5(WebGL) (Compo version): dashingstrike.com/LudumDare/LD56jam/ * Source Code: Jimbly/LD56-dwarfs
Screenshots

Development Notes
This game is inspired by the fish-discovering gameplay in Intergalactic Fishing, and also ended up with a mini-game that feels a lot like many fishing minigames.
Tools Used * Custom Engine: GLOV.js * Mtn Dew * Trackerboy * BGB Gameboy Palette * Font: IBM BIOS Font * Aseprite
Also touchups/inspiration in: * Audacity * 1BITDRAGON * Photoshop
| Post-jam version | http://www.dashingstrike.com/LudumDare/LD56/ |
| Compo version | http://www.dashingstrike.com/LudumDare/LD56jam/ |
| Link | https://github.com/Jimbly/LD56-dwarfs/ |
| Original URL | https://ldjam.com/events/ludum-dare/56/dwarfs |
Ratings
| Overall | 68th | 3.862⭐ | 31🧑⚖️ |
| Fun | 183th | 3.31⭐ | 31🧑⚖️ |
| Innovation | 64th | 3.828⭐ | 31🧑⚖️ |
| Theme | 311th | 2.569⭐ | 31🧑⚖️ |
| Graphics | 9th | 4.517⭐ | 31🧑⚖️ |
| Audio | 8th | 4.276⭐ | 31🧑⚖️ |
| Humor | 182th | 2.854⭐ | 26🧑⚖️ |
| Mood | 28th | 4.121⭐ | 31🧑⚖️ |
| Given | 18🗳️ | 33🗨️ |
I really liked the graphics of the probe sinking through the gas giant, but even though i never lost a single probe, i was very much staring at the gauges. it would have been nice to be able to look more at the beautiful effects... and of course a bit more variation and or challenge to the fishing game.
Music and sound effects were also really nice.
And, yeah, I heard you about the staring at the bars and the visuals! I spent a bunch of time on them, did some fun stuff with the shadow reducing visibility 1 palette entry at a time... and then when I was playing I was just so _absolutely_ focused on the bars I don't see any of it. I'm almost glad that I ran out of time before going through my list of things I was going to add to those visuals (some big leviathans in the background or something to make you feel more like a "tiny creature", but probably no one would have seen them!).
Just like @local-minimum I spent most of the time trying to figure out how to get the perfect combination for all the different materials and kinda forgot about making money :smile:
I would have loved to be able to buy some upgrades for the probes, but I suppose the 'company' wouldn't have wanted that to eat into their margins.
Overall, it's extremely polished, but I have come to expect that from you now so no surprises there. It is consistent throughout, has a satisyfing and engaging loop. Thank you.
@sdcorpse Thanks! Music's not really a strong point of mine, and I was trying out a new tool (Trackerboy, using the Gameboy sound engine), so it's nice to hear someone liked it =).
Gameplay mechanics were easy to learn, it only took a few probes to figure out how to optimize for minerals. Thing is it seemed like I would send a probe, it would survive, and my $$ score would not go up. I had previously elected to "sell for research" instead of "sell for $$$" but is that a permanent decision? I'm honestly not sure what happened there.
I think the game has an awesome core but I'm not sure I'll go back to it. I feel like it's "almost there" for a really awesome game, I'm just not sure what the tradeoff is. Like, I don't have a target amount of $$$ to get and I try to keep the dwarfs alive, so maybe if I have a clearer motivation to get a particular material or reach a certain depth or something it would really land for me? Dunno.
Overall I really like it. Your games are always really good Jimbly.
And, yeah, definitely needs some more interesting trade-offs and direction (admittedly I built this trying to test out some mechanics that I may want to use inside of a bigger game, and that perhaps shows, though I did try to wrap it up as best I could ^\_^).
I really like the graphics/effects!

The game seemed a little complex at start with all the info text but the loop was super easy to understand, and fun. The "fishing-like" gameplay was interesting at first, but over time I was definitely more engaged by the outcomes and trying to get good resources and also claim the survey bonus. Maybe some variance on the minigame would've helped, though the discovery of the exotics was captivating enough to keep me going until the end.
I'm very curious about the dithering effect during the probes expedition. Is it a shader that converts luminosity into dithered patterns?
Great job!

For the actual background, there's a few things going on, first there's the noise background, then I run it through the dithered conversion basically piece-wise for the 4 colors (seen [here](https://github.com/Jimbly/LD56-dwarfs/blob/compo/src/client/shaders/test.fp#L94-L104) - `f` is my 1-channel image, `tex0` is the dither pattern) - that's the same at the menu and during the expedition. Additionally during the expedition I do a circular fade around you (maybe that's specifically what you were asking about), and for that effect it's just applying a `min()` operation of the final color from the above logic against one of the 4 colors in the palette (code [here](https://github.com/Jimbly/LD56-dwarfs/blob/compo/src/client/shaders/test.fp#L115-L123)).
I think I got it, c0 through c3 are the palette colors, and based on both the value of f (that comes from the noise) and the dither texture you return let's say either c0 or c1. So for certain values, it'll always be c0, for some values, it will keep oscillating between c0 and c1, and for some values, it'll always be c1 (until f gets to the point that you use c1/c2 instead of c0/c1)
Pretty interesting, today I learned
The gameplay itself was neat, if a little random at times. The best strategy I could come up with was --
- Always ship, because the extra research doesn't seem likely to pay off by the end of the survey.
- If an affinity for the most expensive category is known, choose that affinity.
- If an affinity is known for other categories, and those affinities lean towards one side, then choose the opposite side (to decrease the chance of drawing those categories in favor for the more expensive category).
- If an affinity is known for other categories, and those affinities lean equally in both directions, then choose the affinity for the more expensive category.
The only real critique I have is that the mini-game could have been more challenging, or more dynamic than a boolean outcome, since it took up a lot of the gameplay time. Otherwise, it was a cool vibe seeing the dwarf descend into the depths while the light slowly faded around it.
Only got #5 on the leaderboard. I didn't know how to get the second survey bonus ¯\\\_(ツ)\_/¯

If you're interested, I'd love your feedback on the current post-jam version if you get a chance =).
After reading the feedback here, and some other discussions, I've made some tweaks to the balance and how the inner game and outer game tie together. If you're interested in checking it out and giving your feedback, take a look [here](http://www.dashingstrike.com/LudumDare/LD56/). **IMPORTANT: DO NOT PLAY THIS if you have not yet rated the compo entry - please play using the links above instead first. It's still a reasonably fun game, I promise :pray: **
The general changes are:
* Progress is saved between sessions
* You now get bonus cash for completing the minigame well (4x for being nearly perfect, 2x for being good), which will hopefully encourage playing aggressively / make it more interesting
* Cash is now the stated primary goal (instead of just "18 probes launched" to finish a planet), so doing better at the minigame should feel even more rewarding
* Greatly increased the match weighting for which exotic is found and their value (higher weight for DW/ARFS for which/value, and now the square of the match is used for the weight instead of just the raw match), so your configuration tweaks should have a more direct impact
* The pattern of danger now loops (about 2 times if you're doing well) when doing the minigame, so if you're paying attention you can use that to your advantage
* The pattern of danger is now pre-determined for each Exotic, so you can probably notice which exotic is "on the line" as well and use that to your advantage when hunting a specific one
* The Survey Bonus is now given per-Exotic when it gets to 100% knowledge
The swap of goals (between money and dwarves) is interesting, and probably an improvement, because it makes destroying the exotics more important. The $4500 goal makes the game a lot longer than it was before, and maybe too long for the amount of content in the game, since each round is pretty similar.
Ran into a weird bug on the second planet, where it occasionally set the safety to zero for an instant loss. It mostly only happened while I was straddling the safety line, which meant I sometimes couldn't safely get the bonuses.
@euske Thanks for playing and glad you liked it! Yep, I also found it a bit boring after the first planet :laughing:, hopefully my post-jam version will address that with some smallish tweaks.
Tried a second time, this time doing an all-dismantle strategy (seemed better to know the affinities early, since I'll need the survey bonuses anyway). Lost one dwarf, and mostly got 2x, plus a few 4x. I hadn't realized before that the average values go up, does that happen whenever you get that particular exotic?
Still took 27 dwarfs, but I have a screenshot this time --

Maybe it should just show the internal/base value as soon as you've gained all knowledge (Intergalactic Fishing actually just has one of the "knowledge" points you gain unlock showing the base value, and _also_ shows you your max value, but I thought that was too much info to try to cram in here ^_^).
Anyway, I've made some updates again and just pushed a new version live right about the time you finished your second playthough ^_^. Don't feel obligated to play again, but I've appreciated your feedback so far (also @local-minimum's over on Discord =).
With the latest update (you'll need to start a new game, not resume, as some of this is saved):
* Fixed the bad danger schedule that caused an instant lose and also put a limit on the "slope" it generates so there should be fewer "guaranteed to take damage" situations
* Slightly increased the 4x multiplier range (possibly when combined with the slope change, it's too easy now, I'll playtest again in a bit... ^_^)
* Moved affinities to the seeded random, so everyone should have the same difficulty (only the positive/negatives are flipped in a way that doesn't change the distribution), and ensured a better spread (should generally be at least 1 of each pos/neutral/negative for each affinity somewhere, and the closest two Exotics will never be very close)
* If you start mining by clicking, time doesn't start passing until you actually hold down space/mouse again
* Survey bonuses start smaller and end bigger as you get all 4
I must have missed the tutorial, or the language it used didn't make sense to me when I first read it, so I didn't understand the split between DW and AFRS until just now. That makes things a lot easier (and probably why the other playthrough took me 40 probes).
The new 4x mechanics also made it fairly easy to 4x almost every time. New pic in 15 probes (and even overshot by a bit) --

Totally understandable to miss that bit of the tutorial, it was in the middle of a giant info/lore dump before you had any idea what any of the terms meant :laughing:. I should probably add that info to the tooltips for later perusal...

(but I did play the compo version, linked in the middle of the description)
It took me a while to grasp the DWARFS system but I liked it. The risk-and-reward situation of having to choose between dismantling and shipping was interesting.
One thing I didn't quite get is the endless mode. I mean, endless modes usually end anyway when the player loses the game, but here there isn't a lose condition is there? Other than closing the game (which I did after I finished the 3rd planet), does it really never ends? Or was I just impatient and it's possible to lose at it? (sorry if that was the case 😅)
The endless mode is simply endless, if you're enjoying it and want to play more content / chase a higher score (of which you now have the highest =), there's no loss condition. In hindsight, even 2 planets was more than enough for the jam submission I should have left that out ^\_^.
Thanks for playing and glad you liked the DWARFS system!