Ambassadors Of Ruin by LostTrainDude
AMBASSADORS OF RUIN
===================
You are the Ambassador of this planet.
Your duty is to raise the population
up to 3000 within 50 years.
To do so, give them what they ask for by trading
with other planets or by creating it
You can't create or buy something that your people hates.
TOWER CONTROLS
[W] up
[A] down
[E] use room
[H] show help
[ENTER] end year
[ESC] Quit
======================================
Developed with GameMaker: Studio (Standard Edition)
by LostTrainDude(@losttraindude)
The looping mp3 featured in the game was programmed algorithmically with a modified version of a little script I wrote a month ago in ChucK language (more or less explained here: http://www.gamedevelopers.ie/forums/viewtopic.php?t=7489). It's very simple and it's included in the source.
(http://chuck.cs.princeton.edu)
All graphics are made with Hexels Pro
(http://hexraystudios.com/hexels/)
Font used: Forced Square
(http://www.dafont.com/forced-square.font)
===================
You are the Ambassador of this planet.
Your duty is to raise the population
up to 3000 within 50 years.
To do so, give them what they ask for by trading
with other planets or by creating it
You can't create or buy something that your people hates.
TOWER CONTROLS
[W] up
[A] down
[E] use room
[H] show help
[ENTER] end year
[ESC] Quit
======================================
Developed with GameMaker: Studio (Standard Edition)
by LostTrainDude(@losttraindude)
The looping mp3 featured in the game was programmed algorithmically with a modified version of a little script I wrote a month ago in ChucK language (more or less explained here: http://www.gamedevelopers.ie/forums/viewtopic.php?t=7489). It's very simple and it's included in the source.
(http://chuck.cs.princeton.edu)
All graphics are made with Hexels Pro
(http://hexraystudios.com/hexels/)
Font used: Forced Square
(http://www.dafont.com/forced-square.font)
Ratings
| Coolness | 73% | 3 |
| Overall | 3.00 | 751 |
| Audio | 3.03 | 367 |
| Fun | 2.49 | 1003 |
| Graphics | 3.21 | 468 |
| Humor | 2.00 | 776 |
| Innovation | 3.00 | 677 |
| Mood | 3.24 | 350 |
| Theme | 3.21 | 595 |
Some ideas I had (which may be pretty messy, btw):
- If you produce something that other planets hates, they are charging you more (and\or giving you less if you sell to them) if you buy something from them for the next turn.
- Each turn the "global market" reboots and if a product IS available in one of the planets, then it's PRODUCTION cost is higher.
Thanks a million for your feedback!
I really liked the music, it was quite moody!
I didn't really figure out how I would make any money? I would just buy things that the other planets needed and sell it to them. But I wouldn't really make any profit as far as I could tell.
Also after starting the game I right away forgot that the goal was to get 3000 population. Maybe the instructions in game as well? or just Population: x/3000
The last thing you pointed out was really interesting for me to read! I should have thought it before but I was not able to do much playtesting.
Basically to win the game you have to bring the population up to 3000, no matter how much money you make, which only helps to buy\create the stuff your citizens need. It's not a game about "greed" (but I should have let the players to be like that, if they want). I should really point this out :)
Thanks a million for your feedback!
P.S.: I'm going to ask LD staff if I can add the population goal in the GUI!
Thanks for your feedback!
The gameplay could do, as others have already stated, with some variation in price as well as demand and supply.
All in all, pretty cool!
Moreover the core idea of balancing between outer-trade and production is good and has a lot of potential.
This game isn't complete though, as the economy doesn't exist yet. Might have been better to drop a feature or two and spend time on creating a solid gameplay or even a basic prototype of one.
Unfortunately I don't think I can fix anything right now, mostly because it could be more like adding the features I was not able to implement in time (as I stated in a previous comment), than fixing.
Now that there's no actual deadline I'm willing to release a post-dare version that can make the game feature all (or at least some) of the ideas I had when I began developing it! :D
I think the background is beautiful though, and the music is very moody (a good thing in this case). Not a bad start!
I quite enjoyed the trading process though, but it was very easy, since you had all the time that you wanted.