Bringing Home the Bacon by RubixNoob13
Game story and instructions available within the game. I hope you enjoy!
Terrible programmer artwork / I couldn't seem to get motivated, but I did spend some time trying to make ACTUAL pixel art for the rock and the dragon, not just placeholder art with the spray can in Aseprite.
^_^
I haven't been able to test Linux / OSX executables, trying to get this submitted before the hour ends!
Ratings
| Overall | 2312th | 2.881⭐ | 23🧑⚖️ |
| Fun | 2358th | 2.575⭐ | 22🧑⚖️ |
| Innovation | 1984th | 2.875⭐ | 22🧑⚖️ |
| Theme | 956th | 3.775⭐ | 22🧑⚖️ |
| Graphics | 1886th | 3.071⭐ | 23🧑⚖️ |
| Audio | 1542th | 2.325⭐ | 22🧑⚖️ |
| Humor | 1437th | 2.647⭐ | 19🧑⚖️ |
| Mood | 2289th | 2.475⭐ | 22🧑⚖️ |
| Given | 13🗳️ | 15🗨️ |
Greato Jobu with the concept! :smile:
I liked the art, but I think the interface could use some work. I wish that the meters were placed next to the relevant thing: dragon health next to the dragon, pig feed next to the pigs. The text for the resource numbers was also very small. It would be cool if this could be represented visually, with stockpile sprites that could stack up.
I think the story and the instructions were a bit too long. For the story, it might be more interesting if you started the player on a farm without the dragon. You could slowly introduce the dragon and other mechanics as the player progresses. This would also help save time with the instructions. I think a lot of the instruction screen was unnecessary, you already had some warning messages for each of the actions that tell you stuff like "you need corn to feed pigs". The one thing that didn't make much sense to me was clicking on a rock to get water. Using a well or a pump to get water might be more intuitive.
I like how you turned the theme into "keep everything alive" on the farm. The dragon was the focus, but everything else is connected, the dragon can't live without you, your house, the corn, the pigs, the river, the woods.
To add a story to the game is a good idea but maybe it is too much story for the scope of your game.
I think your game lacks balance and playtesting. 60 days is reaaaally long to go by and for example feeding the dragon is too slow to be able to do other things.
Overall I think it needs more time to be fully enjoyable but it still is a good work for a solo jam.
@blushine As far as the story, my girlfriend basically wrote that for me, and I liked the idea. I had originally intended to have even more management features included, which is why the rock didn't make a lot of sense. You were intended to also have to make tools with wood from the woods and rocks from the rock pile (axe for wood cutting, pick for clearing rocks). Then, periodically there would have been a rock slide event, which caused the river to become blocked, requiring you to clear it or the pigs and corn would run out of water. And of course, the tools would also run out over time. So, if you used all of your wood to stoke the dragon's fire, then your axe broke, either a) you'd die or b) there may also be an option to sell some of the corn to a market for $ to buy tools, but then if you sell too much feed you don't have enough to keep the pigs happy, etc. There was also intended to be rules that make more sense (internally at least) on, for example, the lower the water gets for crops, the less feed you get until you take care of them. Currently, everything has a hard coded speed multiplier on how quickly it depletes, then an RNG range of how much energy it consumes / how many resources you get per clicking on something.
Due to time constraints, the crafting aspect was scrapped and now you click on a rock that's blocking the river to get water. Yeah, it doesn't make a ton of sense out of the context of what was in my head for the game idea initially lol. As for the instructions, I had actually put in ALL of the little pop-ups to be helpful so there was some explanation, then I thought I should *maybe* put in an instructions screen as well, since otherwise the game literally just throws you onto a screen with 9 bars counting down and like, NO idea what to do.
@sp3sheep To be fair, the sound effects and instructions screen were thrown together with about 30 minutes left before the deadline to start submission, then I had to look back at a prior project of mine because I was drawing a complete blank on how to even play a sound from Godot (it's super easy, I was just brain melted by that point lol)
Thanks again for playing and if you've read this far into my ramblings!