Vaults Inc by Bruno Massa
"The most complete Fallout-Bunker-Simulator. Learn it for a future not that improbable"
OBJECTIVE
* Rise the population of your bunker
* The game has a limited (but random) amount of turns
* Reach the highest score!
HOW TO PLAY
* Each turn, you choose if you want to expand your bunker or improve an existing block
* At the end of the turn, your INCOME is added to your MONEY reserve and FAME becomes more POPULATION
* Each block affects each other in very ways. You have to be careful to each block description!
* In the market, the hot blocks will become cheaper each turn
NOTE
Some people correctly reported a critical bug. It was fixed, according to the jam rules.
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any comments? need help? go to GAMENIFIC.COM/FORUM and I will personally answer them.
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OBJECTIVE
* Rise the population of your bunker
* The game has a limited (but random) amount of turns
* Reach the highest score!
HOW TO PLAY
* Each turn, you choose if you want to expand your bunker or improve an existing block
* At the end of the turn, your INCOME is added to your MONEY reserve and FAME becomes more POPULATION
* Each block affects each other in very ways. You have to be careful to each block description!
* In the market, the hot blocks will become cheaper each turn
NOTE
Some people correctly reported a critical bug. It was fixed, according to the jam rules.
##########
any comments? need help? go to GAMENIFIC.COM/FORUM and I will personally answer them.
##########
| Web | http://www.gamenific.com/ludum-dare-29 |
| Original URL | https://ludumdare.com/compo/ludum-dare-29/?action=preview&uid=26154 |
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.13 | 418 |
| Audio(Jam) | 3.63 | 131 |
| Fun(Jam) | 2.83 | 457 |
| Graphics(Jam) | 3.47 | 339 |
| Humor(Jam) | 2.54 | 379 |
| Innovation(Jam) | 3.37 | 208 |
| Mood(Jam) | 3.38 | 225 |
| Theme(Jam) | 3.46 | 225 |
MunkeeBacon: thanks man. It was exactly the tutorial that was crashing in some machines. fixed and now working fine i believe.
Chaoseed: the same here. I uploaded a Debug data file, that contains very few blocks to test the GameOver thing. Please play it again.
The plausibility of the game seems... beyond unlikely, the length of the intro hammering in the topical nature of the intro made it feel even less so. All that text could have been on a single screen -- nothing felt added by it being an animated intro.
The thematic elements don't seem intrinsically linked to the mechanics, especially since most of the things you build cannot actually be built inside of a vault.
There are a few no-win scenarios. I stumbled into one because the few tutorial bits of information you gave did not clearly explain to me how the mechanics of the game worked, merely that I could buy or upgrade. I accidentally bought too many plots that drained my monthly income and then I was stuck. The fact that there was no end turn option, merely choosing an option advanced the game, was confusing.
The art style does not feel right given the theme of the game. I felt torn between the colorful and happy artistic elements and the attempt at a brooding mood. There wasn't any humor inside the game so I couldn't tell if it was trying to be serious or satirical.
1- intro is long
2- the blocks are indeed a bit off themed: naming them was the last thing i did so it was totally rushed
3- due the complex mechanics, i had no opportunity to play it thru an thru, so it could really reach some dead ends. balancing the game will be done later.
4- I planned to be cheerful and colorful as a satirical thing. however you are more than right by saying that the other elements were too sober, so it makes the player very confusing...
i would like to hear from you if, except these elements, the game was actually worthy. i would love to give it some extra love and launch it, if the LudumDarians way it is worth something.
I really liked the base mechanics once I understood them (didn't take too long). The interface is super juicy and well polished, which is a very rare thing to see in Ludum Dare. I also liked how it is informative in allowing you to understand the economic impacts of placing a block before you actually confirm its placement. Still on the interface, if there's one thing I missed was a more clear way to seeing how adjacency influenced the resources outcome (ie. with the new block placed but not yet confirmed, it would be nice to understand from which adjacent blocks I'm getting +1s and -1s to the different resources).
Also, once you finish one playthrough, the objective is made extremely clear, as you get to see your final score and then challenge yourself to make more points next time! However, on the first playthrough, it's not very clear what is the objective. I think it would be great if you added something like a progress bar that clearly showed you approaching the end of your turns - so that people think something like "OMG only 8 turns left, I better start converting all that infrastructure into population for a final score rush" or something. I believe that having a clear perception on when the game is about to end would make it more emotionally engaging.
Finally, the thing with the adjacent tiles inter-relationship is AWESOME, you should definitely explore it!
Awesome game.
Finally, my compliments for making a board-like game with innovative rules in a game jam! It takes extra bravery to build rules from scratch in such a tight timeframe and still end up with something that is playable and fun! 5/5!
Gabriel: hey man, thanks a lot for your detailed description. For Ludum Dare, I always play with the innovation/quality trade off. This game was the innovation, therefore, it is very crude in details and refinements. Your tips will definitively will be taken in consideration. I plan to create a full version game based on the same mechanics.
hbocao: I would love to see why and what point you got stuck. I know its interface is not in prime time, but it is a problem if you get people do not know what to do. Contact me and I might help you.
Given your comments below, it soundly like you are open to some criticisms. Note as I said, I loved the game, and these comments are me really wanting to see it polished into something great.
The plot felt a bit off as you progressed. Many of the tiles didn't fit the mood of the setup of the game you put together, and a few name changes would have made the game feel a little more cohesive.
Second, when placing a tile, you would see the net benefit of playing it, but the numbers that resulted after placing the didn't match the changes you displayed. I'm wondering that is because the +/- values shown only covered the effect of that tile, and not the changed in other tiles affected by that placement. If this is the case, it would make sense to either show the overall effect of placing that tile, or make if very easy to see exactly what the effect of each tile is when placing so that you better evaluate your moves. I had many times where I would go to place a tile to get +3 fame, and after placing it, my fame would actually go down.
Third, the music is excellent and the graphics are appropriate for the kind of game you are building, but the projector effect is a bit too strong and distracting in the actual gameplay.
Fourth, you stated that there is a random number of turns, but you also encouraged people to aim for a high score. These seem at cross purposes. If high score is a goal, make the turns fixed, and call attention to the number of turns left. This will help people to put together a better strategy, and determine the best time to switch from an emphasis on economy to be able to get the bigger tiles to a population emphasis.
Finally, I believe I found a bug in the game when you restart either by completing a game or returning back to the main menu mid game (I will admin, in one play through I didn't like the starting tiles and restarted). The bug is that if you restart, you can't select any tiles to actually buy and are stuck at the first turn. You have to refresh the page altogether to play again.
Incredibly additictive, just spent more than a hour here. Too bad the interface is bugged, I was almost filling the whole screen when the buttons froze. :(
Anyway, five stars!
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Jo茫o Kucera: thanks man.
hanoth: nice isnt it? a bit over, specially for long periods playing.
SlamBlasta: thanks. definitively i will adjust the filters. Also is almost unanimous that the turn logic is not clear and should be fixed in a future version. But in short: each time you place a new block or upgrade an existing one, it will trigger the next turn!
angelk: thanks. It is nice to hear about the presentation, because i focused so much in the logic, that graphics were really a second guess.
rojo: thanks. definitively i will adjust the filters. Also is almost unanimous that the turn logic is not clear and should be fixed in a future version. But in short: each time you place a new block or upgrade an existing one, it will trigger the next turn!
Dreii: yep... the turns... heheh it occurs too smoothly to people notice. But in short: each time you place a new block or upgrade an existing one, it will trigger the next turn!
dalbinblue: hey man. I cannot thank you enough for the complete feedback! much appreciated.
1- yes, there is a cap on 150 population. a bug in fact.
2- the blocks were nameless until seconds before submitting the game (only generic dev names like block 1, block 2). It was really not even close to what i intended originally.
3- the numbers that display DO reflect what is calculated. HOWEVER, after it, the turn ends and if the population grows and reach any threshold, it hurts both income and fame (a way to make more difficult to be really big). this effect was not correctly explained or displayed in the interface.
4- it is a random number of turns, but it have at least 45. it will end from 46 to 55. i could not find a place to explain this in the game... sorry.
5- ouch! I will try to fix it in future versions
6- i always try to make a entry that have some future opportunity. but your comment motivates me to rush this. thanks man. really.
Marcos Rodrigues: thanks and sorry for the bugs. The ludum dare rules do not allow me to fix it anymore (only if it was critical and was crashing the app). But I need a deep rework on the whole interface. Stay tuned!
lyla: wow. thanks for the report. some are important bugs.
1- catan was definitively an inspiration.
2- I calculated that all the available space would be enough. there are 7x10 spaces and 60 blocks at most. But I might change something in the process. I will investigate, maybe opening to infinite disposition
3- the numbers that display DO reflect what is calculated. HOWEVER, after it, the turn ends and if the population grows and reach any threshold, it hurts both income and fame (a way to make more difficult to be really big). this effect was not correctly explained or displayed in the interface.
4- each turn, a new block appears in the +10 spot and the other will go one spot cheaper. So if this turn the restaurant costs 14, next turn will cost only 12...
5- There was a lot of feedback here from many people. I will work in a definitive version soon. Stay tuned!
IMHO is the main theme (nuclear annihilation) not really funny - so the presentation with it's comic-fonts and "sreaming" colors don't fit for me...
Only thing that bugged me, is that I couldn't seem to lose the game. I ran out of money and couldn't buy any more facilities, but I never got a game over...
But i think that the dust effect was way too strong, it was really really distracting and that's not the kind of stuff you want on a slow-paced siulator game.
Hippolyta: hmmm I confess that, while I still believe in the post-nuclear-war theme is worthy, I didnt implemented it that right. It was due the small time i spent on several elements.
Waterman7: are you the seventh of the watermen? hehe thanks man. About the gameover: it was not supposed to happen; I created a way to build an "Empty" as zero cost, but the LD version had a bug that were not enabling it in the game. Its fixed in my local version, however I cannot changed it to LD due the compo rules.
baykush_figtree: the feedback was clear. I have to reduce it. thanks man, i hope you liked the game anyway.
Masadow: thanks!
I quite like the general asthetic, although there were a few things that slightly bugged me:
- The background uses square tiles, but the blocks are hexagonal tiles. It'd be nice if the background also used hexagonal tiles, or triangular tiles if you wanted a flat surface.
- I felt the general colour scheme for the tiles and the font was a little too bright. Maybe if you picked a nicer colour palette, and/or made the colours less saturated?
I played twice, first time I quit once I realised the blocks to the left on the buy screen were so much more expensive. The second time I got up to 140 population.
I was often confused as to why my fame became negative, especially when I did something that seemed like it would increase my fame by a lot.
The game worked really well on my touchscreen PC. The only thing that was slightly awkward was the hover effect on the buy screen doesn't work with a touchscreen. If you made the first tap show the description, and the second tap select the block for placing then it'd be perfect! You should consider porting to mobile!
A few people have mentioned the game "Fallout". Is this game meant to be related to that game, or is the term fallout just referring to a nuclear fallout (I would assume the latter).
the interface in my game is target of several comments. it is clear that it does not a good job. the market effect (new blocks are more expensive than old ones) were not clear to 99% of the players.
there is also another mechanics i programmed, but could not implement visually: the population growth problems. i created several population thresholds that, if you cross, you will get -2 on income and fame (and if your population fall down this line, i add these values). It was designed to make the game harder on bigger bunkers. Since i could not create any kind of visual indication, the right way was to remove this feature altogether.
It is planned to adapt it to touchscreen devices, specially Android and iOS.
Fallout is a game yes (which is about a post-nuclear). But i mentioned it just as an homage. It has nothing to do with it.
http://i.imgur.com/eB3zG1G.jpg
Anyway really fun game but buggy and not fully balanced. Games like this where each thing is affecting so many other things often need to be playtested A LOT for balance, also several of the tiles info was missing or weird (like the train one where it say train diagonally across the side).
It's innovative and fun, but I feel like if I were to play again my score would be similar and maybe a few points higher if I got lucky. The penalties are pretty harsh too, sometimes you'd go way down just because you went up, obviously I worked around that but still idk. Also the ending screen just popped up, like I still had money and tiles and I had gotten to 150 (wouldn't let me go higher) many turns earlier, so I'm not sure why that happened.
I'm glad I played this one though, lots of cool ideas going on, good mood and audio/graphics too.
As you might notice, I spent too much time creating the game logic than playing and balancing the game. It was too late when I faced towards game testing and theming properly.
I'm now dedicated to transform this game in a full feature game, and most of these issues will be addressed. (see http://blog.gamenific.com/2014/05/the-power-of-good-feedback-new-game.html)
the population, as many noticed, is capped at 150 by accident.
the ending is random, around 45th to 50th turn.
many thanks man for everything