Gemwright by Jimbly

Extract high quality gems from ore in this turn-based crafting game.
Controls: Works best with mouse and/or keyboard hotkeys, untested with touch controls.
Tips * Mouse over/long-press each of the section headers to get a description of various mechanics. * You'll need to upgrade a tool to Tier 2 before you'll have skills that affect Quality, and therefore can extract T2+ gems
Links * HTML5(WebGL): dashingstrike.com/LudumDare/LD58/ * Source Code: Jimbly/LD58-gemwright
Screenshots

Development Notes
This game is inspired by the crafting mechanics I vaguely remember from Final Fantasy XIV. After I spent the first 2 or so hours just making a mockup of what a UI might look like in Photoshop, I quickly realized I had overscoped a bit much (as usual!). Luckily most of the art was done at that point, and I focused on coding and iterating all the way until the final couple hours before submission when I, thankfully, had just enough time left to throw in some audio =).
Post-jam bug fixes (as allowed in the rules): * Fix selling the wrong gem if you have a T1 gem in the first inventory slow, and a higher tier gem elsewhere * Fix texture error showing up if you craft a gem with quality over 500
Tools Used * Custom Engine: GLOV.js * Mtn Dew * ENDESGA-32 Palette * Font: HelvetiPixel font by pentacom * Font: 04b03 * 1BITDRAGON * Aseprite
Also touchups in: * Audacity * Photoshop
| HTML5 (WebGL) | http://www.dashingstrike.com/LudumDare/LD58/?D=COMPO |
| Link | https://github.com/Jimbly/LD58-gemwright |
| Original URL | https://ldjam.com/events/ludum-dare/58/gemwright |
Ratings
| Overall | 9th | 4.125⭐ | 30🧑⚖️ |
| Fun | 7th | 4.125⭐ | 30🧑⚖️ |
| Innovation | 34th | 3.893⭐ | 30🧑⚖️ |
| Theme | 95th | 3.643⭐ | 30🧑⚖️ |
| Graphics | 62th | 3.804⭐ | 30🧑⚖️ |
| Audio | 74th | 3.407⭐ | 29🧑⚖️ |
| Humor | 166th | 2.048⭐ | 23🧑⚖️ |
| Mood | 116th | 3.214⭐ | 30🧑⚖️ |
| Given | 23🗳️ | 24🗨️ |

I liked the core gameplay loop. I think some more variety in the ores would make it more interesting, in a way that prevents you from using the same routine for every rock. Once you get certain upgrades, they guarantee max quality and results no matter the resistances.
Overall, though, very enjoyable game! Great job :D
@melektaus Glad you enjoyed it, and nice score, congrats on beating it!
@frib Yeah, the end-game balance was a bit off - my initial balance pass there was when I had an earlier skill system (could only upgrade to 10 total skills, then had to trash a tool if you wanted something else), and I had trouble making it even _possible_ to get to T5 with each of the tools, but with the final system it definitely gest into a state where it becomes trivial (or, if you're patient, you can, I think, get infinite quality :laughing:). I originally had defense apply to both Quality and Progress, but I also ran into some cases where I just couldn't get a T5 unless I got super lucky, so decided to simplify towards slightly easier =). Probably it would have been more interesting if the defense affected Quality, and I solved the balance in some other ways...
Definitely ore variety would have been good, thinking about it now, maybe you should just choose the tier of gem you're going for, and then the quality bar would have been trivially simpler, and the higher tier ores could have more defense or require more progress or something to make them more interesting...
There were some quality of life improvements like changing the cursor over buttons and perhaps also warning when taking a mining action would empty out or fill up a bar before clicking it. I know there was a chance aspect but just not having the player do the math and let the UI inform the player that it could happen.
It didn't feel like I was playing the game for an hour, but apparently I was, so that says something about its design being satisfying, collecting stuff... but maybe it is a bit on the long side for a jam and the variation it has in its current state.
If some available ores one could select from were rare and extra hard it could also have added to the game loop a bit, I think
Playthrough:
https://www.youtube.com/watch?v=klwm2Dypak8


Anyway, this was really fun! I really liked all the effects and having to balance between durability/quality/temperament. The SFX was pretty good too, especially the different tunes for quality/progress increases. I found the midgame the most interesting, since I had to think a bit for each gem and hadn't had a consistent strategy yet. But the end was pretty fun too, where I just got all level 5 gems in a row after unlocking Laser Focus :) It was a bit annoying when I had a high quality gems and no collectors to buy them (except at a lower level which felt bad), so I found myself intentionally making lower quality gems to match collector/upgrade requirements, which also didn't feel great. Otherwise though, I really enjoyed it! Great entry!

@taximan981 Glad you enjoyed it! Yeah, heavily inspired by FFXIV - though I haven't played it in a literal decade, I remembered it fondly (though did look up some of the details for inspiration while working on this ^_^).
@ghettobastler Nice job, glad you liked it! If you mouse over Temperament, it'll tell you, but it gives a (IIRC) -20% to +50% bonus to the next action, so you can use it to time doing big actions to bigger effect, and the other skills that change temperament will force it further up or down before the regular random fluctuations. Clearly it wasn't necessary to pay attention to it since you won without it, but I guess that's a good thing, just allows a little extra mastery for those who dive into it =). It is included in the calculations in the tooltips for how much the next action is going to do though, so probably was having a noticeable randomizing affect even if you didn't know where it was coming from...

I think you are really good at having the player do "exploration" but in mechanics and systems, instead of spaces. I remember the last game I played from you (Dwarf) also had a very similar vibe with trying to balance somewhat abstract resources/concepts (my head canon is that the two games are in the same universe!). I think this is a very innovative and smart approch.
I might have found a bug but I'm not sure. I tried to really push the quality to see what would happen past grade 5 and I got this. It may have been just trying to tell me that I overcooked my egg, but it was a little jarring to see

I really like the satisfying interface too. The pixel art is clean and together with the sound effects, they really make clicking the various buttons enjoyable. While my monkey brain was trying to do math, my lizard brain was going "no think. I want press button! >:C". All in all a great experience!
@custodi Thanks for playing and your kind words.
@triggthediscovery The leaderboard is part of my engine I use (you'll see a leaderboard in most of my games), so that's perhaps not as big of a deal as it seems (usually less than an hour to add a "score" evaluation function, put some hooks to save the scores, and add format the leaderboard a bit), but is always worth it (if nothing else, it gives me so "analytics" on how far people are getting in the game =).
@noobman64 Huh, that's the "failed to load texture" texture, and _shouldn't_ show up there, as it's capped to T5, and I swear I tested that (with all skills unlocked, I managed to get into a loop of possibly infinite quality using all of the abilities with cooldowns but don't affect durability and occasional repairing :laughing:). Looks like I never actually tested _finishing_ the gem though, at which point that error shows up even though the gem you get is still just T5 :sweat_smile:. Fixed now, for the rare person who seeks that far into the mechanics =).
I'm glad you like my mechanics exploration. They are also a bit of mechanics exploration for _me_ as well, as both this and DWARFS were based on mechanics I liked in other games that I'm considering combining in a game with a larger scope - at the time I started the jam, my vague plan was finding exotic ores with the scanning system in DWARFS, and mining them with a system like in this game =). After the jam, my current plan is to do something simpler for the mining, and maybe use this for something other than the constant/moment-to-moment gameplay, as this mechanic would probably be on the boring side if it were not paired with the (relatively) rapid progression here - if I needed even like 10 T1 gems, I think I'd just _nope_ out. I also consider them, perhaps, in the same universe (I almost named this one _Dwarven Smith_ just for a callback...).
@d-demetori @kenneth-gibson Thanks for playing and glad you liked it!
- Personally I think the highscore should first be filtered on days completed, and then wealth, otherwise the player is incentivized to grind for money infinity, instead of finishing the game.
- I felt the collector requests were a bit too random, I often had gems I wanted to use for upgrade or higher tier gems, but the collector was not purchasing them and had to wait for him to refresh (especially for higher tiers - 4). Maybe having one of the collectors offer always include one of the gems from players inventory?
Agreed on the collector requests, I think trying to make that mechanic follow the theme just made the game worse, it could have just been a simple "sell" button for each gem, and I bet that would have felt better... if you try to only craft gems collectors are asking for, it does provide some direction to the gameplay, though it then basically penalizes you if you make something a higher tier than requested :sweat_smile:.
The gem collectors are most often asking for tier 2, but it's not very efficient when trying to get higher upgrades, and once I got a tier 3 I think I had to wait a couple days before being able to sell it. Another way could be to have the last 2 lowest tiers show up in the collector. So when you craft a tier 4 only tier 3 and tier 4 requests will show up, since you got to tier 4 once you should be able to do it again and get a tier 3 no problem.
Overall a great entry. Always appreciate a leaderboard too.
First thought was that if I could plan to beat the game with fewer tools, that would save me time mining crystals for the cost of those tools. Started trying to go for just the laser upgrades since Laser #2 + Laser #5 is a huge combo, but I had trouble getting Blue Gem #3 with just lasers (and Alchemy #1, since it's practically free and gives plus temperament).
Second plan was to get all laser and alchemy upgrades, since Alchemy #3 and #5 are the only durability tools in the game. Alchemy #3 helped me get the Blue Gem #3 and Red Gem #3 I needed to purchase Laser #5 and Alchemy #5, respectively. Then three days later I had all #5 gems and beat the game.
Ended up using every laser and alchemy tool except Laser #3 (and Laser #1 was only useful as an early game stall). It never felt like the progress meter was a problem to fill, more often then not I had to slow down to give myself time to fill the quality meter.
For most of the game I had a loop of *Stall -> Laser #4 / Alchemy #1 -> Laser #2*, which got me to Gem #3 consistently (and zero broken gems). Last three days had a loop more like *Stall -> Stall -> Laser #4 / Alchemy #1 -> Laser #5 -> Laser #2*.
Spent 8 days mining gems for tools, 17 days mining gems to sell, 3 days mining gems to collect, and won on day 29. Is that a record?

Just a couple notes on balance:
- The general gameplay loop was pretty consistent for most of the game, and I wonder if it'd make sense to add more randomness to the values (to create more of a risk/reward dynamic).
- It didn't feel like the ore defense system affected my strategy much past the first few turns of the game. I wonder if it'd make sense to buff the ore defense and/or weaken Alchemy #4 (maybe have it last only a few turns).
Generally though, I think the game has a really unique flow! It was a lot of fun exploring what mechanics do, how they interact with each other, and finding optimal ways to go about mining for different gem types.
Yeah, gameplay loop got a little same-y, I think being able to choose some harder ore to tackle for variety would help, but, yeah, maybe just having more tools be more random would be good - however if the first 2 tiers of tools are even a little more random, people would fail to get their first T2 gems and get blocked, as they were basically tuned for just barely guaranteeing a T2 gem with a T2 tool... but I guess they could just be random in the upwards direction, and I could balance the later tiers based on that ^_^.
Due to what you said about progress (usually it was a struggle _not_ to finish too soon), I don't think Alchemy #4 was actually overpowered (if anything, I only used it to stall, and lowering the cooldown makes it a _better_ stalling tactic :laughing:). But, I agree the defense didn't matter much later, maybe it needs to be stronger, or also affect quality so that you can't just use Laser #2 all the time (except I had some balance problems when I tried that, as it became impossible to get a T5 emerald, so I'd have to fix that :laughing:).
Glad you enjoyed it!


In theory I think that's the best you can do. I can get Gem II consistently after Laser II, Gem IV consistently after Alchemical III (when used twice), and Gem V consistently after Laser IV (as a stall to let me use Alchemical III a third time).
| Day | Gem Sold | Tool Bought | Gold Left | | Gem Collected |
| --- | -------- | ---------------------- | --------- | --- | ------------- |
| 1 | | | 0 | | Any I |
| 2 | Any I | | 100 | | Blue I |
| 3 | | | 100 | | Any I |
| 4 | Any I | Laser II | 0 | | Any II |
| 5 | Any II | Drill I / Alchemical I | 800 | | Any II |
| 6 | Any II | | 1800 | | Red I |
| 7 | | Alchemical II | 1600 | | Red II |
| 8 | | Alchemical III | 100 | | Any IV |
| 9 | Any IV | | 4100 | | Any II |
| 10 | Any II | | 5100 | | Blue II |
| 11 | | Laser III | 3600 | | Blue II |
| 12 | | Laser IV | 600 | | Any V |
| 13 | | | 600 | | Any V |
| 14 | | | 600 | | Any V |
| 15 | | | 600 | | |
It really fits in the category of those games that you can play when you have 5 minutes spare and keep progressing.