From Nothing to Mine by DeathStorm

Introduction
Welcome dear person. We heard your voice. You want money! And to do so you’re trying to find a mine to rent, even if you actually have absolutely NOTHING.
Well you know. You can have mine - but you have to pay a rent for it each month. Yeah yeah, you want to own it by yourself, but that costs as you know. Give me 100.000$ and its yours, next to the rents for sure!

GamePlay
- Gather ressources
- Construct a working infrastructure of a mine
- Manage your workers by hiring and firing them
- Sell ressources on a fluid changing market
- Consider your influence on the eco system, nearby living citizen might not like that
- Raise your energy production for a nice boost or handle the loss of worker efficiency

Disclaimer:
- WebGL Version seems to be still buggy, we recommend to use the normal download versions!
- MAC and LINUX version are not tested
Controls:
- Left Mouse button - Interact and add worker from buildings
- Middle / Right mouse button - remove worker from buildings
- ESCape - Opens and closes the pause menu
Helping Tips:
- Read the Tutorial
- Keep calm
- Discover all the systems
Known Issues:
- Some typos and grammar issues
- Start feels slow
- Hard af
- Tutorial feels useless <.<
- No Sounds / Music :’(
Team:
Christian - Twitter: https://twitter.com/key_user
Christian - Twitter: https://twitter.com/DeathStorm1987 - Twitch: https://www.twitch.tv/deathstorm_de/
We cant wait for your response and feedback! Thank you so much!
| Youtube | https://koemii.itch.io/from-nothing-to-mine |
| Original URL | https://ldjam.com/events/ludum-dare/45/from-nothing-to-mine |
Ratings
| Overall | 554th | 3.457⭐ | 49🧑⚖️ |
| Fun | 585th | 3.223⭐ | 49🧑⚖️ |
| Innovation | 742th | 2.947⭐ | 49🧑⚖️ |
| Theme | 241th | 3.755⭐ | 49🧑⚖️ |
| Graphics | 626th | 3.426⭐ | 49🧑⚖️ |
| Humor | 703th | 2.411⭐ | 47🧑⚖️ |
| Mood | 869th | 2.913⭐ | 48🧑⚖️ |
| Given | 52🗳️ | 61🗨️ |
Balance wise I think it's a bit too dependent on your start. If it starts going well early on, you've won, and if not, there doesn't seem to be much you can do about it
The concept is interesting, I want to get back to the game later ant try to win. Neat art style, feels like some old Win98 game. :)
And thanks to everyone else for the nice words as well!
Yes it is hard. Too Hard? Maybe, but we knew as we shipped it, that many people will say that.
As koemeterion already said. Yes its pretty complex and maybe complicated, but thats the way we like it.
Graphic Style link Win98. Yes... sure.. that was totally intendet *cough* it's not just our graphicabilities which limits us here XD
I love so many really enjoyed it and had fun with it. Thanks guys. These nice comments are the reason to participate again and again :)
Would play the released version
but still interessting concept
Overall, I enjoyed the game. With some more fine tuning it would be awesome!
- Sometimes my workers went on strikes immediately after unnassignment from a previous workplace.
- Energy and eco mechanics are a bit unclear.
- It would be nice to see how much money you'll get as soon as market cooldown ends.
Liked the UI in general and especially different rooms artwork. Great job!
for me the only problem is the rent at the beginning, as it took a little time for me to figure out how everything works, by the time I learned I was already in some serious debt, but after a little while I manage to start making real money =)
well done!
Apart from that, the game is enjoyable, the graphics are nice. It’s a very good starting point for a game that I would definitely play!
(just a side note: even if their wage increases, I felt bad paying my workers $200… maybe you could multiply all currency values by 10!)
Most of our last LD games where turn-based so we decided this time we're trying a realtime approach. Now it makes the whole expierence kind of stressfull, especially at the first time playing where you have to figure out a lot.
At the end of day 2 it was the first time we had a 90% build of all systems working at the same time and we where missing 2 planned buildings at the end. So we decided on concentrating on what we have at that point. At the end to make the game challenging we came up with the balancing we have now.
Purely personal opinion: I dont like stressfull games, especially where you're building a factory / company / infrastructure. But without the hard challenge the game would not make that much fun we have now. As a player you have to be 20 minutes totally focussed on what you're doing - thats what I like about the game.
The "low" loan of you workers came just from last-minute-balancing. There where no time to change the whole system and just multiply by 10 ... please. As if you think about such a simple solution in the last 2 hours ... :D
The leaving workers had a dayly 5% chance to happen if there is an unassigned worker. We underestimated how much 5% actually are.
I see a lot of points that could be improved, because as the game is right now, there is no real "freedom" for the player to play differently.
Anyway, thanks for your feedback!
Good to hear some of the strategies in your posts above. I was trying to figure out some good builds to keep afloat and it's good to know that I wasn't crazy thinking I had to be optimal right off the bat. My game is a bit on the difficult side as well but I will agree with you, just make a game that you're happy playing and you'll feel good about it in the end!
Well the fun part with Factorio and Cities Skylines is, those two games are my most played games on Steam. So well done by figuring that out :D
Other would be games like Anno, Banished, RimWorld / Dwarf Fortress. Even games like Concrete Jungle, Product Line or Blueprint Tycoon.
Nearly everything where you build and manage stuff / staff. Our games most often lack some animation or movement on the screen, and I personally see a big chance of improvement for the next LDs (or other games we make) because those things are the satisfying mechanism in the games I named.
Both of us like backend-mechanism to bring complexity into our games. But this brings the struggle of balancing for every LD entry, there is just not enough time. Over time, and this is our 10th LD entry (holy crap), we've gained so much expierence that we can handle the scope relativly tight nowadays.
With **From Nothing to Mine** we had our most stressless LD game so far, the only major problem, in retrospective, is that we hadnt a game for nearly two days. So the balancing was only a thing for the last 2 to 3 hours, which was still a lot and more than usual. But you wouldnt add a new feature if there is a major-ish balancing problem from pure game design - which is a thing here if you're nit picky.
The most complex game we ever made would be **Shape Wars** -[on the old LD website](http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=66047)
There is so much stuff going on in the background with the battle system that its simply no fun for people that havnt developed the game xD
Its missing a proper tutorial and on-screen help.
If you look closly on all our entries (go here for an overview: [overview on github](https://github.com/koemii/data/blob/master/wiki/ludumdare.md) )
You will find maybe 3 games that arent grid based like this one. (Shape Wars, Towers of Nuclear (kind of), Memory Run (kind of))
Those are mostly turn based games with a lot of complexity in there own topics (fighting skills, features).
At the same time we're struggling to come up with gamy-games, or arcadish stuff (hope you understand what I mean). Guess we're the typical german devs that like excel games :D
Uff. This ended up like an overall LD-postmortem.
lol I like the way you phrased the end. Yea it's like if euro-board game people were entering competitions where people typically submit Monopoly. It takes skill and teamwork to build a team game w/o anything working for a long time, meaning everyone can hold onto a shared vision of the final game even if there's nothing working.
Did it :D I guess I own a mine now. :sunglasses: