Bringing Home the Bacon by RubixNoob13

[raw]
made by RubixNoob13 for Ludum Dare 46 (JAM)

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🗨️

Feedback

gamebuilder
23. Apr 2020 · 02:02 UTC
The sound is a bit repetitious but I like the pixel art — it was the screenshot that attracted me to this game.
GOD COLO
24. Apr 2020 · 09:03 UTC
Ahhh pixel art! The sound effects made me feel like playing an old NES game!
Greato Jobu with the concept! :smile:
bziarkowski
24. Apr 2020 · 09:23 UTC
I liked the art. The gameplay was repetitive but kinda fun.
SP3sheep
24. Apr 2020 · 09:23 UTC
Pretty nice game! I love the art style, though the sound effects are a little lacking. Pretty good game in general though :thumbsup:
BluShine
24. Apr 2020 · 09:23 UTC
It's a neat little 1-screen survival game. I survived for about 18 "hours". Doing that for 60 days as mentioned in the instructions seems impossible!

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.
Gnocchi
24. Apr 2020 · 09:52 UTC
I found the dev good, everything works well. The graphic art shows that you put work and love into it, which is great !

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.
🎤 RubixNoob13
25. Apr 2020 · 17:29 UTC
Thanks everyone who has played and rated so far! I need to get to work rating some more games myself today since I think I've only rated about 3 games (above says 2.25, but I know some games like, had no audio so I couldn't actually rate them on sound) :)

@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!
Emperor Eagle
26. Apr 2020 · 04:45 UTC
This game had good graphics and felt solid! I also liked how you had to balance what you were working on. The pixel art was nice and consistent and the audio fitted it (but some more would be nicer, to balance out the beeps). However, after the start which was fun, it became a bit repetitive, and, as you've just mentioned, some elements were simplified and this confused me a little. Definitely use more time next jam, and if your not motivated, play a game (Steam etc) and see if you get inspiration! Overall, great aesthetic and a good start to a good jam game, so well done!
AdonisDevs
26. Apr 2020 · 04:50 UTC
This is very neat! My game is made in Godot too and plays very similar (because it's just buttons), so it was cool to see a different idea. One thing I would recommend that is very quick but makes everything look a lot better is using textured buttons instead of the default ones. My other piece of advice would be to keep the font consistent Also, 60 days is pretty extreme lol. As for the positives, the art was amazing and the game was very intuitive. I could see something like this becoming really addictive to play, and it would make a great mobile game. Really good way to tackle the theme, nice :)
hwaet
27. Apr 2020 · 03:30 UTC
Nice game. The dragon is a nice addition to a farm game. I would love to be able to click out of a section. A couple of times I clicked on the wrong section and couldn't get out. Good job!
minnka
03. May 2020 · 13:51 UTC
Nice little game, could do with a bit more action and animation.
GameOverMexico
11. May 2020 · 13:21 UTC
It is as if I were playing some old game, if I would like if the pixelart were more cheerful the animations, good job![cosa.jpg](///raw/aa6/03/z/33fca.jpg)!