The Money Beneath Our Ground by João Kucera
"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;
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;
| Web (Unity 3d) | https://db.tt/KqfCQxyu |
| Web (Kongregate) | http://www.kongregate.com/games/falleirok/the-money-beneath-our-ground |
| Original URL | https://ludumdare.com/compo/ludum-dare-29/?action=preview&uid=29004 |
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.13 | 418 |
| Audio(Jam) | 3.22 | 295 |
| Fun(Jam) | 2.86 | 448 |
| Graphics(Jam) | 3.63 | 272 |
| Humor(Jam) | 2.22 | 508 |
| Innovation(Jam) | 2.90 | 415 |
| Mood(Jam) | 2.84 | 497 |
| Theme(Jam) | 2.70 | 573 |
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.
YOU GOTTA MAKE IT F2P MAN I GOTS TO PAY DE MONEYS FOR CHICKEN. (Just kidding, nice game.)
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.
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.
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
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.