Conservation Inc. by Sharks
Scientists have discovered a planet that somehow has dinosaurs on it! You are tasked with protecting them for as long as possible. Juggle money, safety and research in this real time strategy/management game! Our artist made a rough sketch of the dinosaur but then had to go, so everything else is programmer art by me. I'm more comfortable with pixel art but since our artist did an actual drawing I was forced to step outside my comfort zone I hope it doesn't detract from your experience.
This game is complicated, scroll down for a guide!
Play it here! Keep in mind the web version of the game is post-jam which improves the wording on the tutorial and makes it so that you can choose how much money you want to start off, and what the grace period should be. If you want the original you will have to download it. Or check out these screenshots!
Features
Fully Implemented research and money system

Four Disasters to experience!

Effectiveness system

Gameplay guide
Resources
There are two types of resources, research and money. You can see how much of each you have on the top bar. You get research and money via buying research buildings and ad campaigns, the in-game tutorial does a good enough job of walking you through this. Each ad campaign/research building will give you +blank money or research a second. You can see how much it will give you in the purchase menu.
Natural disasters
There are four natural disasters that can occur and kill the dinosaurs. To stop them you must research a natural disaster 'counter'. A tip is to hold on to your research until a disaster occurs and then dump it all into a counter to that disaster. Once you own a counter you can click it's button again to upgrade it, this will increase it's effectiveness.
Effectiveness
The effectiveness system may seem daunting, but really it's simple. Your counters are not perfect. If you buy and launch the anti-asteroid missile with an effectiveness of 30%, it will only hit and destroy the asteroid 30% of the time.
Action menu
When a disaster occurs a 'take action' button will appear in the top right. Using each 'Counter' will require money, anywhere $200-$275 to use them. When you have the money you can click the 'Save them' button to use the counter. This will take you to a minigame
Minigame
When clicking 'save them' a minigame will open up, playing this will increase the effectiveness of whatever 'counter' your about to launch. Effectiveness increases the longer you survive.
Other
If you have any other questions or found a bug, comment and I'll be happy to help!
Ratings
| Overall | 1995th | 3.133⭐ | 51🧑⚖️ |
| Fun | 1898th | 2.98⭐ | 51🧑⚖️ |
| Innovation | 1362th | 3.224⭐ | 51🧑⚖️ |
| Theme | 1123th | 3.704⭐ | 51🧑⚖️ |
| Graphics | 2180th | 2.62⭐ | 52🧑⚖️ |
| Audio | 1461th | 2.625⭐ | 50🧑⚖️ |
| Humor | 1280th | 2.789⭐ | 47🧑⚖️ |
| Mood | 2222th | 2.638⭐ | 49🧑⚖️ |
| Given | 39🗳️ | 67🗨️ |
Nice mix of clicker + minigames there! Pure clicker games are soft for purposeless (for me).
Played on stream: https://www.twitch.tv/videos/598996315
@jake-marks Thanks for playing! Yeah, the beginning of the game requires you to get very lucky, I kinda left balancing til the last hour or so..
I think the gradient shading in the dinosaurs and the ms paint spray can(?) of the ground don't look as good as just the solid colors like the clouds. It could be an interesting art style if it were a little more consistent.
The dodging section is quite long and doesn't pause your income. Dodging for a long time gives you a ton of money and trivializes a lot of the strategy about what to buy.
Given the size of the hitbox and the keyboard controls, it seems easy to have an unwinnable spawn, with no way to buy a second attempt. Losing without having any say feels bad.
A little odd that the popup for surviving a hazard has two different close buttons.
I'm pretty sure I got softlocked while trying the tutorial when I clicked the button to start the hazard while a message box was up.
With snappier minigames that matched the hazards and some more strategic depth, this could be a lot of fun. Very ambitious for a jam game, cool theme, fun idea. I enjoyed it, despite all my complaining.
The ground is actual blended ink from Copic markers that I had to haphazardly copy paste when my artist was unable to finish coloring the whole thing in. The dinosaur was supposed to be colored in the same way but my artist had to leave halfway through. I didn't really focus on trying to make the game look great, I had as you pointed out a very ambitious idea and spent most of my time implementing that. I'm also a terrible artist (Much more comfortable with pixel art)
I realized the whole conundrum with dodging not pausing your income about an hour before the deadline and didn't have time to re-balance everything as my previous balancing relied on the extra boost players would get from that. Also a little exploit, the game does not spawn in a new disaster until you close the 'Close Call' menu, but it seems nobody has figured that out so I'm happy about that :smile:
Are you saying you think you should be able to spend money to get a second life on the minigame? If that's what you mean I do think that would be a good idea! Perhaps also spending time on making sure you don't get an unwinnable spawn would be beneficial.
I copy-pasted the Game Over menu and just changed the text to Close Call, never bothering to remove the second button but that does seem a little weird looking now that you mention it.
I'm not sure I understand what you mean about the issue in the tutorial.
Minigames that matched the hazards were an idea I mulled over for some time but decided it wasn't realistic to try and implement in the time allotted. What would be your suggestions to add some more strategic depth?
Thank you again for your feedback and yes I'd say this is my most ambitious project yet, and what's more I didn't have to cut any of the features I planned! A huge success in my book (Coming off of a 3 unfinished jam in a row record) and I'm glad you enjoyed it!
Yeah, something like that. It just seems a little unfortunate to lose the larger game on a single failed minigame, especial when luck can be involved.
"...copy-pasted the Game Over menu"
I thought that might be the case, not the biggest issue of course, just a quirk.
"...issue in the tutorial"
There was a prompt telling me to start the minigame, but when I clicked the take action button, the prompt stayed on the screen on top of the minigame window and no asteroids spawned (although I didn't know they were supposed to until later). I couldn't figure out how to make either go away so I just reloaded and jumped to the main game. Not sure if it was unlucky timing or something else.
"Minigames that matched the hazards"
Yeah that would have been a lot to do on a deadline, more wishful thinking on my part than good jam strategy.
"...more strategic depth."
Currently the macroscopic portion of the game is sort of linear: buy income which lets you buy research which lets you buy defense. The major decision point is when to flip the switch from buying income to buying research.
To make it a little less one dimensional, research could unlock different upgrades which are bought with money. Money could be spent on other types of improvements. Maybe early warning of what the next disaster will be, more nimble dinos for the dodging section, bonuses which affect research and income globally. Really anything that allows your purchases to interact with other parts of the game (and with each other) and gives the player more decisions to make that feel impactful. There's a ton of design space. (I realize complicated systems aren't necessarily for jams. Again, more of a thought of how the game could have been improved in a vacuum)
And a big congratulations on getting everything you hoped into the game in time. Always an achievement.
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Browser_mainLoop_runner (Conservation Inc. Web V1.01.wasm.framework.unityweb:8:174808)
Impressive to pull off such a complex game in a jam, well done!
@viktya Haha yeah that's probably one of my favorite endings :joy:
@fabighindaru Yeah the tutorial was a sort of last minute thing so it is'nt great
@marcusnystrand Thank you! This was one of my most complex games, and my first complete game since LD 42!
Also, the fact that the bought notification shops up on the shop's close button is very obnoxious.

@sypdev Thanks for playing! Yeah if you don't do EXACTLY what the tutorial says it can lead to text issues :joy:
https://www.youtube.com/watch?v=nUmP-nl1pVw
@philstrahl Wow! Thank you a million times over for playing, your channel and your documentaries got me into making games and doing Ludum Dare and I've patiently awaited every documentary, to have you play my game is a dream! Admintedly that sounds more fangirly than I had originally intended, but I think you get the point. Thanks!