For Eternity by holgk

Goal (What to do)
Play as an egyptian architect and build a pyramid for the pharaoh. To achieve this goal you need a supporting city to generate income.
Story
The new pharaoh Niheb II. instucted you to build his final resting place. A wounderful and high pyramid. Priests and doctors of the great empire of Niheb II. are convident, that he will have a long life and will live for 30 more years. The generous pharaoh provided you with a nice spot inside is empire to build a city and his gravesite. May the gods be with you!
How to play
Here is a link to a tutorial post.
Post Mortem
Here is a link to the post moretem post.
Download
Freeze bug should be fixed!!!
Win32 (Multi-Threaded): Windows
Linux32 (Multi-Threaded): Linux
OSX32 (Multi-Threaded): OSX
*WebGL (not recommended): * WebGL (higher WebGL memory size version)
I don't can recommend the WebGL version because of poor performance the game is playable but there'll be framedropes from time to time. With a poor performing pc or notebook i think this version is not playable so please try one of the standalone version.
Screenshots




| Original URL | https://ldjam.com/events/ludum-dare/38/for-eternity |
Ratings
| Overall | 233th | 3.632⭐ | 40🧑⚖️ |
| Fun | 383th | 3.158⭐ | 40🧑⚖️ |
| Innovation | 618th | 2.658⭐ | 40🧑⚖️ |
| Theme | 654th | 2.711⭐ | 40🧑⚖️ |
| Humor | 600th | 1.971⭐ | 36🧑⚖️ |
| Given | 31🗳️ | 32🗨️ |
Memory errors message came up on the WebGL version, so maybe there is some issues with Object clean up routines?
I really liked the graphics, and loved the idea, and actually think it was very visually polished for a 48 hr game. Sadly didn't get far into the game to see how it all worked. But REALLY good potential here.
Never saw if the Nile flooded yearly, and my farms would be flooded or not, was hoping to experience that in the game. If you got Nile, you got the Inundation to deal with.
https://drive.google.com/file/d/0B2PhbR7agvTGdGt5QlRlbk5TZ2M/view?usp=sharing
Just guessing, but personally I have found pretty weird behaviour in unity if anything goes wrong in a coroutine, Often bringing down the whole editor, even when i put try catches round everything in the coroutine.
also FYI if you reference a user with e.g. @holgk they will see it if they look at the [feedback friends site] (http://feedback.ld.intricati.com), maybe one day even in the main site. Good luck tracking down the bug
## New Download links (can't change the old ones)
**Win32 (Multi-Threaded):** [Windows](https://developer.cloud.unity3d.com/share/-JP-BNJ6Ef/)
**Linux32 (Multi-Threaded):** [Linux](https://developer.cloud.unity3d.com/share/WkcVBVJ6EM/)
**OSX32 (Multi-Threaded):** [OSX](https://developer.cloud.unity3d.com/share/ZyGqS416EG/)
**WebGL (not recommended): ** [WebGL](https://developer.cloud.unity3d.com/share/-1xOS4kaNz/)
I like the graphics style and the sound effects. Appropriate music would be nice. I also noticed that the camels do not animate, but just slide unlike the people. I am sure that you probably used Fuse to create and animate the people, but it doesn't do camels! :wink:
This game was quite extensive and well done given the 72 hour limitation that you had. I would like to see a further developed version as this is the type of game that I really like.
Great job! Keep up the hard work!
I have to say that the instructions and tips and tricks didn't really help me much while building up my city. I was honestly confused about what counted for _Quality of Life (QoL)_ and what did not, although my suspicions by the end led me to the conclusion, that I needed workers to work at my cisterns and other buildings in order for them to count towards _QoL_, however, since my _QoL_ was low, I wasn't getting enough new citizens to satisfy those worker needs, therefor resulting in a loop-hole of not being able to get my _QoL_ up no matter the situation.
It would be nice to get a streamlined explanation of how _QoL_ works, together with more clearer instructions of what each building does. I saw in the instructions that you we're supposed to get some info if you hovered the icons, but I don't know if just seeing the _Name + Price_ was all that info, or if there was more to it. I also didn't really get the benefits of turning off trading in the trading menu, as it didn't seem to have any impacts on the prices whatsoever.
There were a few more issues, but I have already hit the character limit. Overall, I admire your bravery to tackle a game of a scope like this in a Jam, but honestly, it's a game that would require more time in order to really show it's true potential. I hope you pick this up after judging ends (or even during it) and give it a bit more polish, instructions, and streamlined systems. After all, even with all it's issues, it still grabbed me for a while. Imagine how it would be if all the previous issues were fixed. :wink:
It is in dire need of a tutorial, though, as I had absolutely no idea what I was doing for quite some time. I had a lot of people just standing still on the roads... still not quite sure why they did that when there was work to be done. Would also be nice to have some stats that show number of citizens, stored food, wood and stone.
Graphics are nice (especially on the menu side of things), and it's impressive that you got the people animated as well.
Failed to win the game at the end, since I missed that I had a time limit. Will give it another go later.
Great work!
I didn't run into any issues like some of the other commenters, the closest I got was a little bit of lag while placing roads in rapid succession but it cleared up instantly upon completing the road. I also somehow managed to get it to stop allowing me to zoom in/out but I was unable to reproduce it after a restart.
Other then those minor issues I really enjoyed the game. I'm inclined to agree with the others in saying that it needs an in-game tutorial, but given the time provided to make the game I understand how it wasn't a priority. On the other hand I also found that figuring out how to succeed was part of the fun for me. So instead of an in-depth tutorial maybe work on ways of showing the player the effects of their actions. For example, to see QoL and unemployed citizens you have to click on a house to open the house details window, this isn't obvious during the first playthrough so it was difficult to see exactly what my markets and cisterns were doing, perhaps put that information on the top bar where it is more accessible.
Very good video game, and I'd be interested to see if you take it further now that the jam is over. Well done!
Like others have said, I missed a bunch of feedback. But with the tutorial post open next to the game I got to play around with it for a while.
After a while it got a bit repetitive and it felt like I was just grinding through to get to the next building.
If you'd like to keep building on this, I'd say to add some random events or something to keep the playing field a little bit more dynamic.
Either way, nice job!
Overall an impressive submission, especially from a technical standpoint.
I think it would be nice to be able to assign workers to jobs - right before I lost, I had built a bunch of farms and then started building more temples so that I could support a new worker population - but all the new workers were going to my farms, so my QoL continued to decrease when that wouldn't have been a problem if I had been able to assign them to the temple.
It might be that you had a problem with it because you are on a Mac. Is that right?