Unstable Valley by LDJam user 258863
UPDATES: Fixed it so tutorial takes you to proper spot UPDATES: Added a small message letting people know it's an audio game in case they have it muted when they play UPDATES: Made background music have proper volume in comparison to the alerts UPDATE2: Reuploaded to fix two errors in readme.
A blind accessible audio game RTS! Please read the README as there is some info in there I missed in the tutorial!
Take control of a providence at war where you must utterly starve the enemy of resources and hope if you are to end the endless back and forth of the war!
Then do it again!
| Link | https://ericbomb.itch.io/unstable-valley |
| Original URL | https://ldjam.com/events/ludum-dare/49/untitled-rts |
Ratings
| Overall | 1292th | 3.054⭐ | 30🧑⚖️ |
| Fun | 1379th | 2.722⭐ | 29🧑⚖️ |
| Innovation | 118th | 3.983⭐ | 31🧑⚖️ |
| Theme | 1383th | 2.648⭐ | 29🧑⚖️ |
| Audio | 567th | 3.411⭐ | 30🧑⚖️ |
| Mood | 1095th | 3.074⭐ | 29🧑⚖️ |
| Given | 35🗳️ | 36🗨️ |
- Press space at the start, then quickly select a difficulty level
- The game announces "The rebels approach"
- Game then works as described.
Attempting to start the tutorial or waiting until the narrator is done talking makes the game unable to start for me. If you are sighted, I recommend leaving the readme open to understand what's going on.
I managed to win once on difficulty 1.
My feedback:
- It's super nice to make an audio-only game and get it to work!! Massive props for that :clap:
- The controls to select regions and units are limited and intuitive, I like that you kept it simple
- I found no way to get my resource count announced, nor my unit count on regions other than farms, so there was a lot of guessing what the current state of the game is.
- There seems to be audio cues about enemy attacks, but with the background audio, it was hard to follow. Consider muting the track when something happens.
- I perceived the game as going very fast. Having things happen slower would give more time to process what happened (consider e.g. pre-invasion announcements, e.g. "enemy is targeting GOLD with 3 archers", then "3 archers arrived at GOLD").
Overall, I was very happy to see this! I work on accessibility and screenreader support for web and it's nice to see games going in that direction. Congrats and thanks!
I'm glad you enjoyed it! It was actually really fun to make and I found it even fun to test. Part of me is thinking if enough people like it here on Ludum this might be a worth while game to spend a few months on to see if I can make it multiplayer and more complex! If I had more time I wanted there to be like random events that just changed how things worked a bit.
Yeah perhaps I should have explained that the enemy is fighting the EXACT same way as you. I know a lot of simple RTS's have an AI that cheats or plays different than the player, but sounds like you caught on that it's fighting like you! If you deny it iron, and gold, all you'll see from it is archers until it gets the others.
But thank you so much for your feedback and kind words!
I think my main problem was having a hard time understanding the state of the game like others said, I would try to obtain some gold but then the game just announces what the enemy has, so I'm not sure if I successfully obtained it. I think some more SFX for audio clarity on the success of your actions could help maybe?
Still though, a very ambitious idea and bonus points for accessibility :)
Yes, so you and the enemy are fighting over the same res. So if you check in on gold, and it tells you that there is an enemy there, it means they control it and are using it. To take it back you'll need to stream units too it until you control it. Your villagers will work in a contested site, but they do a lot less damage than any of the military units in combat.
I never did explain in the readme that the AI follows the same rules as the players! I'll have to update just for the readme changes!
The ennemy is pretty fast to send troops, and I often lost a region during the time I was listening to the update about number of ennemies in an other region (^^") (at least on lvl4, but eh, I guess it's normal the game is harder on harder difficulty). But yeah... Maybe a way to accelerate the speach (maybe as a parameter ?) might help the player ? ^^
Arf. I'm stopping here ~(^^~). I don't want you to believe I didn't liked playing your game. It was great (^w^). Thank you for creating this entry to Ludum Dare ! Good work !
Thank you all for playing! Sounds like the general consensus is:
1. Game is too fast compared to how quickly the voice will give details.
2. You don't get enough information on certain things, like how much you have at each location, ect. (shift will give you your resource count, but nothing on army)
3. AI is too fast to react to things, so maybe they could have been a little less speedy to account for the fact that humans need to listen to things to get the information they need before making a choice.
So maybe if I remake it I'll go more of the CK2 route where there are days and you queue up things that trigger at the end of the day. I didn't want to make it turn based since I wanted there to be a bit of panic, but making it so only so many actions could be taken by the AI in a 10 second period probably would help a lot!
Thanks again for wonderful feedback and words everyone!