Fairy Haven: The Search for Home by David York
You are the leader of a colony of fairies, displaced from their lands by encroaching humans. Will you find a new home for your fey or will you be eaten by wolves?
Meet interesting characters, wander a world map, explore dangerous locations, and find the best home possible in this mechanically-driven semi-procedural interactive fiction game by David York.


| Link | https://davelikespasta.itch.io/fairy-haven |
| Link | https://github.com/DavidYork/LudumDare56 |
| Original URL | https://ldjam.com/events/ludum-dare/56/fairy-haven-the-search-for-home |
Ratings
| Overall | 759th | 3.333⭐ | 23🧑⚖️ |
| Fun | 906th | 2.905⭐ | 23🧑⚖️ |
| Innovation | 668th | 3.136⭐ | 24🧑⚖️ |
| Theme | 617th | 3.591⭐ | 24🧑⚖️ |
| Graphics | 444th | 3.81⭐ | 23🧑⚖️ |
| Humor | 743th | 2.65⭐ | 22🧑⚖️ |
| Mood | 203th | 3.952⭐ | 23🧑⚖️ |
| Given | 11🗳️ | 22🗨️ |

This game looks great. It felt a little weird that returning to existing locations would give a new random event which sometimes felt contrary to the first one, maybe it would have been better if each location gave only 1 event (and, after that, just gave the option to colonize). I like the map, moving around it is fun and it was fun to explore. Nice job!
As for 1 event per location I considered that but never got around to testing it.
Thanks for playing!
Mechanically I think it maybe leans too hard on procedural generation for something that really wants to be hand crafted.
My first run I clicked the first area, made on choice (avoid foxes) then was presented with an option to settle. I took this and it's not really clear why I should take longer routes that drain more resources etc, but then the game just ends.
I can potentially get a higher score but there's not a lot motivating the player to go for those scores.
That said I do appreciate a good story telling engine, and I think this has a lot of potential with a few tweaks. I think pushing a bit more direction into the player's earlier experiences in the run can help produce more interesting stories, like having a minimum travel distance before settlement options turn up, and having more clear decision making/risk taking that leads towards settleable areas.
Nice work!
I certainly echo what has been said previously regarding balancing but that is of course beyond the scope of this length of jam. I found stories very hard to come by; and were often at the expense of resources critical for a good score.
I'm pretty sure I found a very good location on one playthrough, but hadn't been fortunate on stories, so wound up with a score of 16k.
I had a good amount of fun trying to figure it out, thank you.
All in all this was a fun game.
My first play-through, it wasn't at all obvious how randomized or not the game was. Nor how much content there was. So when my first encountered festival was an illusion that cost me resources without any gain, I kind of assumed festivals are bad and should always be avoided for the rest of that and the next 2-3 runs. Before I once again dared try a festival... and while this might be a correct life lesson :laughing:, I think it was the wrong lesson for this game.
I would also never have realized there was a benefit of revisiting an evil location unless I happened to stumble into a dead end on the map and needed to backtrack and found that the evil snake was gone. So that time, the map helped me overcome my faulty assumptions. But perhaps something indicating passage of time a bit clearer in the game could also have changed my faulty ideas about the game being kind of static.
I think though, that my favorite creature that I encountered was the menacing squirrels. I wish we could have a stare contest and then been grumpily accepting each others presence and that it would have been the best new home.
After a couple of tries, I was not so much reading the encounters anymore but rather trying out different locations and funnily one of the best ones I had was settling right next to where I started.
My strategy was to set out for a place where it had seemed nice last round, but I thought gave me bad settlement results due to spending a lot of resources exploring the rest of the world. I interacted fully with every event I could on the way, despite my past experience indicating they're generally negative outcomes, and managed to get two stories (and not as many bad events as I expected) before I reached the spot I was headed for. It looked pretty good from the description, so I settled there:

Rather than adding depth the fact that events were random at *every* visit just made the world feel unexplorable and chaotic. It still might be possible to pull off with more work though, and it's completely understandable if you didn't have time to implement persistence.
Other than that though this game really stands out quality-wise, nice job
I've experienced numerous ways of 'game over' and ended up with various scores.
I get the impression that this 'True' wasn't supposed to be there.

Certainly, it’s worth mentioning that the atmosphere of the game is quite captivating. The artwork is impressive, and it keeps you at a certain level of constant tension, which cleverly contrasts with the fact that it's a story about fairies.
Good stuff, though! I enjoyed it :D