Deep Sea Settler by blubberquark
Underwater puzzle-ish colony builder

Controls: Click on a tile to get a selection of tiles you can build. If you cannot build on a tile, the border of the buildable area is shown on screen.
There are two types of resources: You see three building materials at the top of the screen: metal, oil, and science juice. You need to spend these as a one-time cost to build on tiles, but mining buildings will also generate some resources (but they cost you space).
The other kind of "resource" is products of tiles that power settlements. They exist on the map, and depend on the current tile configuration. They cannot be saved for later. To sustain a population of N in a settlement, you need at least N energy, N food, and N Oxygen from adjacent tiles. The output of some tiles depends on its adjacent tiles.
A settlement with N people allows you to build inside an N-tile radius, up to 3. If you hover over a settlement, you see the population of the settlement, the building radius, and the products of adjacent tiles it can use. If the output of adjacent decreases, the population and building radius can shrink, but existing built structures outside the radius will stay in place. The goal is to have a population of 25 or more people over all settlements.
Post-Compo Additions: I made the UI text a bit easier to read by giving it an outline, after some feedback. I also added gamepad controls. Use the left stick to navigate, A to select B to cancel, and X to open menu. If you want the "pure" experience, play without a gamepad, and turn off the post-compo UI in the menu. These are really just minor UI accessibility features anyway, so I didn't make a separate download.
| Link | https://blubberquark.itch.io/deep-sea-settler |
| Link | https://blubberquark.itch.io/deep-sea-settler |
| Original URL | https://ldjam.com/events/ludum-dare/48/deep-see-settler |
Ratings
| Given | 34🗳️ | 20🗨️ |
There are no turns. It's more like Reus in that regard. I was trying to see if this is self-explanatory, as there is basically only left-clicking (and hitting ESC to bring up the menu). I wrote a small how-to now, it seems like I need to.
Controls: **Click** on a tile to get a selection of tiles you can build. If you cannot build on a tile, the border of the **buildable** area is shown on screen.
There are two types of resources: You see three **building materials** at the top of the screen: metal, oil, and science juice. You need to spend these as a one-time cost to build on tiles, but mining buildings will also generate some resources (but they cost you space).
The other kind of "resource" is **products** of tiles that power settlements. They exist on the map, and depend on the current tile configuration. They cannot be saved for later. To sustain a population of N in a settlement, you need at least N energy, N food, and N Oxygen from adjacent tiles. The output of some tiles depends on its adjacent tiles.
A settlement with N people allows you to build inside an N-tile radius, up to 3. If you hover over a settlement, you see the population of the settlement, the building radius, and the products of adjacent tiles it can use. If the output of adjacent decreases, the population and building radius can shrink, but existing built structures outside the radius will stay in place. The goal is to have a **population of 25** or more people over all settlements.
The game is probably too easy as of now, because mines give a lot of resources, the map is large, and fish farms are cheap, but that was a deliberate decision to make it possible to win on your third attempt.
Very cool entry!
Good job :slight_smile:
But after a bit of time, once you get used to the intricacies of this particular system, it plays fine, and I enjoyed it. It's even a bit on the easier side ;). Some background music would definitely enhance the general atmosphere.
I found the "wave" effect unnecessary, and it made the world harder to look at. Could be replaced with some delicate semi-transaprent wave-like sprites just floating through from time to time.
The tooltip text could have even more of a contrast to it - darker background, lighter text. Or just ditch transparency altogether and design a pop-up tooltip graphics.
In any case, nicely done!

And also... oxygen tiles disappear when you build on them.
Even if the theme interpretation isn't that deep... this message is.
The only thing that game lacks is a proper tutorial, but I can't really blame a game jam game for that ^^
Great work !
Great job man
I agree with the commenters above who say that the wavy effect is too much. I like it but maybe tone it down a little.
Another suggestion is to allow movement with the keyboard. Having to hover at the edge of the screen to move I always find clunky and hard to control.
Also you could do with showing the tooltips for the buildings when you are choosing what to build. On my first play through I built fishing subs in locations that could never actually produce food and didn't notice till too late.
Finally, a suggestion that I'm sure wouldn't have been possible in the time constraints, but might be worth considering if you do work on this game again post-jam, I think it would be nice and feel better if the buildings took a (small) amount of time to build. e.g. you build a mine and it animates through various stages and then gives you the resources at the end about a second later.
https://www.twitch.tv/videos/1015379431