Ludum Dare 36 — August 26th-29th, 2016 — Theme: Ancient Technology

Back to Browse Entries

54 Years of Hatchets

by SuperMsp10 - Jam Entry

Logline: The massively outnumbered ancient tribe of Arcadio must try to survive annihilation from the Nairb tribe through innovation of technology within 54 years.

Lore: As the leader of the Arcadio tribe you are responsible for the survival and welfare of your tribe. Your are confronted by the leader of the Nairb tribe who have massive fighting manpower. They threaten of annihilation unless you to accept the mass slavery of your people. You manage to get the Nairb tribe to sign a 54 year peace treaty by relocating. Now you have 54 years to start from scratch and prepare for annihilation.

Genre: Core, Construction and management simulation
Demographic: People that enjoy micromanagement
Game System: PC, Microsoft

Game Overview: Fog thins as you see the Arcadio and Nairb tribes confront. The Nairb leader tells you that you must accept slavery or experience annihilation. You tell the Nairb leader that you will relocate and give up all of your tribes possessions for peace. The Nairb leader tells you that you will get 54 years of peace because it only took him 54 days to go from nothing to finding civilization when he got lost in the wilderness. You relocate to new plains and find a cave that have cravings of tools that advance beyond anything you have seen. For the next 54 years, you build technology from the carvings and use your own knowledge to prepare for annihilation. Depending on how long you survive 100, 250 and 500 people attack your civilization.

WASD to move the camera in free mode,
Press Q to switch between free camera mode and selected camera mode

Hover over objects with your mouse for descripton and use

Left click and drag to select/deselect objects,
Press Left Shift and E to deselect all

Speed up time with right arrow, slow time down with left arrow

Press K to make all selected people drop their items

Press B to open the building menu


Start by selecting items on the grey crafting pad
Then open the building menu and build a few houses
Use WASD to view what you have built

Now select some people and make them go near some rocks or sticks
Use the right arrow to speed time up, and once they are there use the left arrow to slow time down
Hover your mouse over the resource until you see a tooltip on the top left then right click the resource
People close enough to the resurce will pick it up
Now move the people back to the grey crafting area and press K to make them drop the resource into the crafting area

Build what you think is necessary and fast forward time untill you encounter some enemies
Your people will fight on their own but you can target enemies the same way you make people pick up items

Then if you survive and think you are well prepared fast forward till year 54, Good Luck!

Downloads and Links


steph88 says ...
Aug 30, 2016 @ 6:02am

Hi, nice game and congratulations ! We're realizing a video with several games of the Ludum Dare #36. We made the same thing at the previous jam.

Can you add your game on ? (it's free)
So we can include also your game in the video ;)
p.s. write #LDJAM in the game's description.

MrErdalUral says ...
Sep 1, 2016 @ 12:07am

Nice concept. It's always nice to see management/survival games.

I have one criticism though. UI must be improved.

Well done! Good Job!

HellBlazer says ...
Sep 1, 2016 @ 1:49am

It's a nice idea and good fit for the theme, but maybe a bit too ambitious in scope for a game jam. Unfortunately, the user experience doesn't really live up to your vision for the game...

It's insanely frustrating that you need to deselect units manually: your selection should really just be cancelled when you click on nothing. Also, when you just dropped off some resources and then click on some far-away rocks or sticks to go get more, your guys will just pick up what they just dropped. The fact that you can't easily see your total number of resources, and need to manually select resources to use them is very counterintuitive as well.

All in all, it has the seeds of a cool game, but it's just rather a pain to play at the moment. Still, of course I understand that it's difficult to put in a lot of polish during a short game jam.

xesenix says ...
Sep 1, 2016 @ 2:04am

Problem with your game is UI you need to work on readability. Also selecting units works strange i dont know what am in controlling and after giveing one order im lost what to do its probably somwhere in those text boxes but its hard to read.
Check this I used this to learn how to make better UI components in unity for my games. There is a ScrollSnap component in there that i have contributed that maybe useful for your list of messages.

MintArcade says ...
Sep 2, 2016 @ 11:24am

Interesting. I can see potential, despite obvious lack of some functionalities and visuals. Great entry. Thanks for making. Please continue to develop the game...

PnDAA says ...
Sep 3, 2016 @ 8:59am

Ok it is really hard to understand what to do. The text boxes and the UI in general is not really on point.

The default speed is really too slow. And it's always good to have controls also said in the game. Having to coming back here to see that I can press B and speed up the game when you are in full screen is not really fun.

At the end good try and good luck for next games.

hitchh1k3r says ...
Sep 16, 2016 @ 8:32pm

I found it frustrating and gave up early, but after reading the above comments I decided I'd give it another go, and try to give you some constructive feedback.

First off, you should know I am not in your target demographic (I don't really like micromanagement or even RTS games much). ^_^

Some good things:
- It works with the theme really well.
- A more modern crafting system was unique to an RTS (I'm not sure how well it played -- it's hard to tell with so few things to craft, but nice innovation).
- The fast-forward feature was smart.

Some things that could use more work:
- The graphics style was inconsistent... I'm not one to conflate graphic fidelity with quality, minimalist "grey-box" assets can be used to a good effect, but when you mix resolutions, styles, and polycount as wildly as you did it has a negative impact on the games aesthetic (unless you want some sort of surrealistic or dadaist style, but I don't think you did).
- The input. This is very hard to do well in an RTS, some features that I really wanted were easy deselecting (deselect when starting a new selection, shift select to add -- this uses the affordances of modern operating systems and RTS games -- Shift + E was a bit cumbersome), relevant selections (if you box select resources and people, only select the people),
- The wall of text! A lot of reading scares away some players (myself included). Because the gameplay was complex there was a lot of help text, ideally (if time permits) a tutorial (of some sort) is a better way to teach the player about the game.

Some bugs?
- There is a lag spike when selecting a large box (I think it's selecting resources far away, but I'm not really sure how you did selection code).
- The selection box doesn't select correctly towards the end of the camera. (I ran into a lot of problems with calculating what was in a sub region of a perspective projected camera in a previous Ludum Dare game, so I know how hard it can be. An easy fix would be to raycast to the ground plane and then have a selection box that moves only in the X-Z plane, and hovers a fixed Y off the ground, then just check the entities X and Z verses the bounding box).
- The objects have "(clone)" at the end of their names in the menus. (You could fix that by setting the name in the instantiated prefabs to the name of the original object something like `Instantiate(prefab).name =;`)
- When fast forwarding there are errors or something. If I get arm my people and then fast-forward when they are attacked they don't seem to do anything. If I slow down time, they take a while before they start to respond again. I tried to right click the enemy tribe, and a lot of the time they would just stand there being attacked.

Sorry for the "Wall of Text" ^_^ But I hope some of it is helpful to you, and good work!

You must sign in to comment.

Mini Submission FAQ

TEAMS: Teams entering the Jam should pick a single representative to submit your game, or create a team specific account you can share. We currently do not support Team Voting, but sharing an account and together playing and rating games is acceptable.

CAN I ENTER BOTH EVENTS?: You should pick 1 event, whichever you think it’ll do better in. If the idea is strong, and everything plays well enough, you can go Compo. If you’re a perfectionist, and would prefer people to play a more polished game, do the Jam. Many solo participants enter the Jam.

If you made 2 games, unfortunately, the website doesn’t support multiple submissions per user. To submit your 2nd game, you will have to make a 2nd account. Only do this if you made 2 games. Alternatively, if one game is better than the other, then consider just entering the better game.

CAN I KEEP WORKING UNTIL THE DEADLINE?: Yes! Immediately after the 48 or 72 hours, we do something called Submission Hour. As the name suggests, it’s an extra hour for you to package, upload, and submit your games. If there were catastrophic issues trying submitting your game, or you misunderstood how submissions work, that’s okay. It happens. We’re flexible. If you need advice, check with the folks on IRC. If you need an admin, get in touch.

CAN I KEEP WORKING ON MY GAME?: Oh definitely! You should! But for the sake of judging, keep the Compo or Jam version around. You can include a link to the Post-Compo/Post-Jam version of your game on your games page, but sure your main links are the original version.

PORTS: Ports to other platforms can be done after the deadline. That said, the sooner you finish your port, the sooner people can play your game, improving your chances of placing in the final results. For best results, provide a Web version of your game, or a Windows version with no dependencies. Also be sure to rate at least 20 games to improve your visibility (Coolness).

MY GAME CRASHES, IS UNBEATABLE, OR I MADE A TYPO: We allow you to fix crashes, win condition, or tiny bugs after the deadline. In a sense, this is like “porting” to support more players. We leave this open to interpretation, but generally speaking your game should be identical to the game you submitted. No new features, just fixing mistakes you should have caught had you been better rested.

MY GAME DOESN’T SHOW UP: If you can’t find your game, it’s usually because the URL to your downloads are missing ‘http://‘. Fix your URLs ( and you will show up. Alternatively, if you just posted it, wait a minute. The cache may not have refreshed yet.

NOT LOGGED IN?: If you get a message about not being logged in, even though you are, it’s because your web browser cached the non-logged in page. You can fix this by either refreshing your cache or clearing your cache. CTRL+F5 in many browsers. Chrome is a bit more work. Press F12 to enable Developer Mode, then you can right click on the refresh button and select “Empty Cache and Hard Reload”. This option is unavailable if you are not in Developer Mode.

[cache: storing page]