Some visuals are ready!
Simple strategy (not about decaying fantasy races, if you know what I'm talkin 'bout) we're working on right now.
Anyway, here's mock-up.
Follow as on twitter BeardyBard
Simple strategy (not about decaying fantasy races, if you know what I'm talkin 'bout) we're working on right now.
Anyway, here's mock-up.
Follow as on twitter BeardyBard
Not much of gameplay, but I hope this will be first (tutorial-ish) level.

Have you ever wondered what's going on inside your computers RAM?
What could be smaller than a bit?
So many questions, but I hope we'll find answers.
Your RAM loaded.
Looks like you can build a factory on your memory chip. What a nonsense!
Something went horribly wrong.
Thanks for your attention.
First of all - we made it. Yeah! :smiling_imp:
We even have had enough time to make tutorial-ish levels. I've tried to explain game mechanics through levels 1-5 (actually level 3 is my favourite), but sadly not polished them at all.

Gameplay wise our game is a city builder with heavy micromanagement (dem pops keep on dying). But not very heavy once you get it.
Enough talking, here is the game anyway :)
I should admit, I decided to cheat a little bit right here. In our game we don’t have any explanation of game mechanics (except for first levels), so I wrote this post about basic mechanics and types of buildings.
The GoalThe game takes place on a tile-based map. To win you simply need to occupy all tiles on the map. To occupy a tile you have to create a building on top of it. Spend your time, money, and population on it.
The glowing circle on this gif highlights number of tiles occupied by you and tiles total.
One of the main game mechanics is the population control. With decreasing population of building you have to carefully replenish it while also not spend all of your population reserves. But beware, if there’s no pop left in any slot of a building that building will be destroyed (and will damage pops in neighbouring buildings).
Buildings Housing
Periodically spawns one pop straight to reserve. Even if there’s only one pop in the housing.
Factory
Generates gold. Does not spend your gold on maintenance.
Converts pops to science points. In the name of progress. Pro-tip: You don’t need to build too much Campuses because we had time only to create 10 techs. (sad)
Altar’s so powerful it could influence population in neighbouring tiles to create new pops. Ironic. It could save other buildings from destruction, but not itself.
That's the end of my shameless cheating (and promotion).
I think here must be yet another link to the game, so here it is: Memory:Leak.
If you love puzzles, city builders and pixel art - you should definitely check out our game: Memory:Leak

It's just couple of days left until end of LD38, so I decided to write up my experience in this short postmortem.
From the first hours of LD we decided to create boardgame-ish tile based city builder (actually, the very first idea was about managing a city under siege, like Stalingrad or something, but war theme was not very admissible).
First mockup
Most of sprites was ready after 24 hours so we had a time to play with game mechanics.
Originally we thought about people moving between buildings by themselves, but after some testing we let that idea go. Too much chaos is no good for ‘eurogame’.
Chaos
On the second day of LD we was working on the code as hard as possible. But stupid bugs just didn’t wanted to disappear. Fortunately, most of them was eliminated by Artem, but couple are still there, hiding and waiting to crush everything down.
Good ol' switch
At the end of the sunday we’ve got the prototype working. And it was very challenging. Like hell, everything burning! We needed to balance everything down.
Oh, the last day of LD. That feeling of not making it on time. We still needed title screen, levels and, most important, game balance. At that moment the winning condition was tied with altars, generating victory points, but it was kind of dull and we decided to take a risk and changed everything. From now on the game goal was to occupy every tile. This goal combined with population decreasing mechanics created very challenging, but pleasing feel of struggle. It's like a missing piece of puzzle has appeared. After that change everything started to go by itself.
Finally, after dozen of energy drinks (not good for your health, yo!) the game’s finished and I’m kind of proud with the result. (Of course there's a lot of stuff that could be fixed and improved.)
It's simple. :raisedhands:
Bandits want to live blithely but don't want to work hard. :cowboy:
You have lots of gold :moneymouth:
Thus bandits are attracted to your gold. :scream:
Shot 'm down, shoot em down even harder when them be stealin' your gold. :rage:
But remember! Every bullet you shoot also cost you gold. :moneywithwings:
Scratch up big gold to get into the top of the leaderboard (and make us proud of you). :thumbsup:
Click here to kill for GOLD
*but not the safest one!

Going through the project files I've found this gem:

Looks like our colonists are dying from the horrors of existence itself.
And here's obligatory screenshot of the game:
In the main time of the jam I've run out of time to draw scenes for all "endings". But we decided to make a post jam version of the game, so here's the first scene for the victory.

In the meantime you could check out LD version of the "Space Scrap!"
We've made Main Theme for the post-LD version of our game. It is very grim and moody, like a dying colonist flying into the outer space.
I wanted to share that track in this post so it could've looked like this:
But I think it's not possible to embed track into ldjam post, so here's an actual link to Soundcloud.
Sorry for bamboozle.
We're working on the post-ld version. That's what you'll see if you waste all humans on a colony ship.

Destruction of the AI

Play "SpaceScrap!"