Well, Mike ran in to problems getting ldjam.com working properly with about 12 hours left in the Compo, so this is the backup plan.


Looked in a room, and needing to get out, all you have to do is collect resources, craft tools, and exit a door. Simplistic, and all in one room.
Downloads and Links
Ratings
#410 | Theme | 3.32 |
#417 | Humor | 1.80 |
#513 | Graphics | 2.47 |
#526 | Innovation | 2.42 |
#535 | Mood | 2.11 |
#615 | Fun | 1.79 |
#631 | Overall | 2.21 |
#1462 | Coolness | 24% |
Comments
The game looks great, though the character seems out of place. There isn't much in terms of gameplay. A more expanded game would be interesting. Kind of like a Minecraft skyblock game.
I have to wonder how all that stuff got in a room; or was the room built around that stuff? Also, why is all that stuff needed to leave the room? It's not like you open a door with those resources.
It's basically "Hold down space until you got all resources of that category" and you can use all your resources to craft tools to gather resources faster. But you uncraft your tools when you don't have resources.
It's of course very simple and I guess it's one of your first projects. It's expected that early projects are not that great but you should at least try to make it engaging for the player. Here you gave your player a purpose but not a reasonable one. Don't make your player collect tomatos and then reward him with an apple pie; let the player collect apples instead and it all makes sense.
Also, never take something away from the player that they achived. When I crafted a pickaxe, I want to keep that thing. You can give it durability, so it becomes a consumable but don't just take it away for no reason.
I understood what you were trying to go with for the core mechanic, strategizing when to craft against when to harvest to create an optimal escape time. Unfortunately this was undermined by the randomness inherent in collect the resources. It feels like your odds are improved of getting a resource you don't have if you have a higher tier crafted item, but it still lacks a depth of strategy that would have made the game more interesting.
Still not a bad concept or implementation given the time constraints.
The gather resources -> upgrade tools -> gather resources loop is neat, but I think it would need something more to make for really compelling gameplay. As others have noted, you have to be really careful not to build tools twice in a row and end up empty handed.
It feels like it's one of your first game. Good job to have completed it in 48H. However this game is not really fun to play. More gameplay variety or better theme fitting would help.
The game is a bit repetitive and the crafting/gathering resources seems to be really random. That made the game just really a little bit odd.
I really like this game, gathering resources and upgrade tools are very fun, makes me want to play more!
Btw, it took me 8m30s to pass the game.
Looks nice enough, but wasn't quite sure how to play, my tools kept disappearing when I tried to craft them.
I loved the concept of spending all your resources to make new tools with more speed and better odds. You as the player need to make the decision of either spend more time with your actual tools and hope you have good luck and get the rare resources or invest in better tools but losing all your current resources. That was the fun part, but the main mechanic, which was holding space, was freakin boring xD. If instead of pressing space you had some interesting mechanics the game would be much better.
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I have to be more careful crafting tools, I accidentally did it twice my first time and my tools disappeared! I ended up beating the game and I'm still not 100% sure I understand all the mechanics, but it was still interesting to play.