[LD35] Robotic Egg Garden
Hey, guys. I participated in my first Ludum dare this weekend. I'm a bit late to the party but I had a lot of fun making this and would love to know what you guys think.
The other entries posted here are pretty cool, it just makes me want to get better so please be totally frank. I can take it :)
It's a management game about growing a garden to maintain a flow of resources that are constantly being used up.
You do this by dragging to rotate platforms to direct blue + orange resources towards plants.
Eventually, if you are really good you can start to form pretty complex systems (And there goes the framerate)
The only input you need is the mouse (dragging platforms, placing items)
You can rotate the camera by clicking on the sides of the screen if you want a different perspective.
The Ludum Dare entry (Online, Windows)
It definitely runs better on the windows build.
The other entries posted here are pretty cool, it just makes me want to get better so please be totally frank. I can take it :)
It's a management game about growing a garden to maintain a flow of resources that are constantly being used up.
You do this by dragging to rotate platforms to direct blue + orange resources towards plants.
Eventually, if you are really good you can start to form pretty complex systems (And there goes the framerate)
The only input you need is the mouse (dragging platforms, placing items)
You can rotate the camera by clicking on the sides of the screen if you want a different perspective.
The Ludum Dare entry (Online, Windows)
It definitely runs better on the windows build.
Thanked by 1konman
Comments
I see now from your screenshots the beam doesn't need to be placed on the plant which I thought you had to.
I had actually downloaded your source so I could understand it better and try to improve the interface.
@Fengol I really, really appreciate that. I've only just started making my work public and its the scariest thing I've ever done. The beam was originally only going to be active while rotating or placing objects but I thought it looked cool so I kept it there :3 It kills performance and confuses players so in retrospect I probably should have gone with my first instinct.
God help you with the source, I know its a 48hr jam but I cannot understate how messy it is... If you still feel inclined check out the BounceLineRenderer. It uses recursion to raycast each bounce and then recursively aggregates itself on splitters or funnels which I thought was kinda neat.(It is the buggiest thing in existence, though. Cleanup is impossible). The UI is terrible. I need to improve. Feel free to do absolutely anything with the source, if you end up making improvements I would love to know.
@dammit The link was there but it was misleading. I've renamed it to make it a bit clearer. Sorry for the confusion.
It really means allot to get this feedback. <3
It's nitpicking because it's the comp and you're under pressure. I know you continue to work on it though.
[Edit] Forgot to add obligatory post effects. Now that they're available in the free version of Unity3D there is no excuse NOT to have them to make your games look awesome!
Post effects exist?! Awesome!
I do have some future plans so I'm totally going to incorporate your advice into the next iteration. Thank you!
Also, is it possible to feed more than one tree at a time? I couldn't manage to do that.
The idea was that over time your resources would be drained, forcing you to expand (using the blocks as resources), and in doing so one has to find a solution to the problem of navigating and dividing the water and nutrients. I've managed to sustain about 5-6 trees successfully by using the natural spread of the orbs and angling platforms to cut off only portions of the stream. The game is way too difficult though...
You can actually reset the tiles with a tap, I don't blame you for not figuring that out. I've done an amazing job at obfuscating the games systems and controls.
When I get the time I'll implement a visible arcball on hovering over the platforms, @Fengol's UI improvements and faster round iterations as the first attack vector. (So many improvements)
I've been thinking about how plants vs zombies addressed the resource grind by forcing the player to actively defend them. Of course, pvz has a completely different intended engagement, control is the important part there IMO. Hopefully addressing that issue will help make the experience a bit clearer.
EDIT: Almost forgot to mention, you should check out Audiotorium for some ideas.
Well done!