Event Links: [ MiniLD 50 | Warmup Weekend | Real World Gatherings | Ludum Deals | Wallpaper ]
"The Money Beneath Our Ground" is a drag and drop game about use what is provided by ground to make money and buy goods.
CONTROLS:
- Left mouse button.
RULES:
1. Use items and seeds to plant vegetables;
2. Reap vegetables and put inside a cauldron to cook;
3. Wait the baked and make money;
4. Run against the time to buy the goods challenged in each level.
UPDATE (new features):
- A reload button when is playing some level;
- Other way to show how to play;
Downloads and Links
Ratings
![]() | Coolness | 100% |
#272 | Graphics(Jam) | 3.63 |
#295 | Audio(Jam) | 3.22 |
#415 | Innovation(Jam) | 2.90 |
#418 | Overall(Jam) | 3.13 |
#448 | Fun(Jam) | 2.86 |
#497 | Mood(Jam) | 2.84 |
#508 | Humor(Jam) | 2.22 |
#573 | Theme(Jam) | 2.70 |
Comments
FarmVille style. Like the music and the graphics are very good too.
Kind of got stuck running out of money, but it's a cool concept and it looks really nice!
Skipped tips for the first time, had too look them again to understand how to play, hehe. Nice game though!
Timer management is a tricky one to balance, but I could feel it getting there in spots. When the game gets going, it's quite addictive, trying to constantly maximise your efficiency.
The farming theme works well with okay with Beneath the Surface, but doesn't invoke much beyond. This is fine for me, the piece works well as a whole.
The art, while static, is well drawn and a pleasure to look at.
If I were to give my piece moving on, get people to play the heck out of it and nail that pacing. When it works, it really works and the Garden Theming creates this wonderful Zen like game play. I think it would be excellent on Mobile Devices.
I BOUGHT A CHICKEN! Very nice idea and good development. I have only one note: although the song was quite nice, it often played on top of a previously one for me =/
Finally got the chicken! Pretty neat game, in the title screen it should be "Drag and drop"
Fun concept, really addictive. Appalling English though :), maybe have somebody spell check for you next time.
OK, once I got the hang of timing the drags, it got really fun really fast. Great little time-management game!
Nice idea, I like your interpretation of the theme :) Addictive gameplay :D
This game feels fully finished.
YOU GOTTA MAKE IT F2P MAN I GOTS TO PAY DE MONEYS FOR CHICKEN. (Just kidding, nice game.)
Got a chicken after a few minutes. Didn't have much incentive to keep going because you start from scratch again.
Hi, this is Vector from the Victory Garden team! (posting under Solifuge's account)
Note--I'm only reviewing based on the first level, since I got kind of bored. I think this is a really neat idea, somewhat hurt by the lack of animations to show incompleted actions where you currently have a countdown (but that's to be expected in a jam!). Also, explaining based on colors, rather than going to each piece of information where it is on the screen and explaining how it works, made it hard to take things in.
If you do a good job conveying your concept early on, you can add some pressure in the first level so that it will be a challenge, and more fun for everyone. Still, the concept is really nice and I wish more games would do a growing theme.
Fun concept and pretty addictive. Too bad it's so simple. The winning strategy is obvious: just keep planting the most valuable vegetable you can afford (so it quickly boils down to how fast you can plant tomatos) and by the stuff you're supposed to buy right at the end. Also all the levels are pretty much all identical. Would be nice to have things like power ups to make the game more interesting. Still, I enjoyed playing it, and the art and music are good, well done :)
Original piece of game. After a few minutes it became a tomato-simulator though
Nice graphics and sound, though growth animations would be awesome. The main challenge at the moment seems to be not avoiding spending too much to be able to continue growing crops, which I'm not 100% convinced is all that fun. Maybe needs a longer chain of production where you need to carefully balance supplies along the way?
Very nice Graphics and Idea. A very solid implementation, but too repetitive for me. In Level 2 I lost interest because no new elements where introduced. Maybe block some of the vegetables in the first levels to make it more interesting to progress.
Very nice graphics and music. At first, the game play was a bit confusing, but I eventually got the hang of it. It's a nice little resource management game that makes you focus more on later levels. Good game.
Great job. I think to fix what most people are talking about, you could double the time limit and then make more valuable vegetables take longer than others. I gave you some humor stars because of the smiling banana.
Fun idea! The controls need some adjustments, I was tired of drag and dropping too much hehe Also the collision on the seed place was kinda off. Sometimes I dragged over and it didn't activated. Maybe I'm a idiot. hehe The graphics are very beautiful! Well done!
I'm on Linux, so Unity webplayer doesn't work, but you have very nice graphics.
Just letting you know that my game Shadows Below has a Windows build out if you would like to try it (you commented asking for one so I assume you do).
I apologise for plugging it here, but this is the only reliable way to contact you.
Once I got the hang of the controls, I thought this was a great game. Good work!
Welp, I did it, I am the king of stubborn people, I beat all 10 levels.
The good: It's a game that looks great, and sounds good. It's also pretty fun for the first 5 minutes.
The bad: The gameplay does not change after 5 minutes, the cauldron is the bottleneck, you can't upgrade anything. You could have had the various items upgradable, so say you get 100 money and you can spend it to make carrots worth more, or the cauldron run faster or the items automatically go to the cauldron, or a lot of stuff...
I feel bad because it's a well made game that I don't want to judge harshly. But... that steam key was calling for me, and my OCD and other stuff demanded that I finish (I've finished pretty much every LD29 game I've played).
And that's the problem with this game. If you want to beat all 10 levels, the way to progress will not change, you get a net gain of somewhere like 1-2 money per second if you are doing everything right...
...The final level requires you to get 2300 to buy everything to win... so under the best case that's 1150 seconds, or 19minutes 10 seconds of doing the exact same 3 steps over and over and over again... and the levels leading up to it aren't much better. Basically to beat this game completely you must spend over 3 hours doing the exact same thing over and over...
I understand that you like your game, you want people to play it all, and I want to play all of people's games, but putting this kind of goal for the game is just, kinda insane.
You have talent in design, coding, and everything the only thing this game lacked was common sense when it comes to what you expect of the player. Have you played your game in it's entirety? I doubt it, and playing one's own game from start to finish is important. VERY important. I've played my own game from start to finish several times, and it helps because you find out "oh this part drags" or whatever. You can't judge if something is going to be fun or frustrating without giving it the full try, and I believe that had you played your game from start to finish (not bug testing in developer mode where everything is worth 50x or something) if you had played it all the way through you would have changed things to make the 10 level goal way less insane.
I guess I'm to blame, I made myself play this all the way through, there are endless games here at LD29 that if I had spent over 3 hours playing them I would hate them so much more than this game. I don't think this game is a bad game at all, but the suggestion that we are supposed to play all 10 levels is... insane.
I feel like I'm coming off harshly, I'm not trying to, but this is a decent 3-5 minute game, it is (like most LD29 games) a lousy 3+ hour game (simply because it doesn't change). If the theme of this ludum dare was "psychological breakdown" or something I would think this entry is brilliant. As it is there is nothing at all bad about this game aside from the suggestion that we play as much as you expected people to play.
So, in the future, when you make games, you don't have to do much as far as improving your coding or game design, but you must play your own game all the way through and then take that playthrough and learn from it, and if you can't make it all the way through your own game learn from that too.
Anyway, you should probably change your description so nobody else dares play to the end to get a steam code. And again I don't want to discourage you, because you only made 1 mistake which was to ask an unrealistic goal of the player, and my mistake was dedicating myself to achieving it.
It's going to be weird moving on from this game, I've spent so long making those damn tomatoes, I'm not sure I remember what it is to be alive anymore... I'm not sure I remember anything, but tomatoes... tomatoes, it's all I know now... :P
I played until two chickens and a piggy. I like how you're getting a flow over time there, constantly using the tools to process the ground. It feels a bit samey over time though, especially considering that only tomatoes are worth your time and the cauldron is to slow to warrant the second irrigator. It was fun while it lasted though, and I like the art a lot!
PS: A tip for the "tutorial" screen! It was great to choose colors to differentate - maybe the text lines could have the same colors as their element too instead of being white.
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It says press any key to start, but no key (including the mouse) works.