Trenchmouth by Mords

[raw]
made by Mords for Ludum Dare 49 (JAM)

Cover.png

Trenchmouth, an upcoming game from Wormwood Studios, is set in a world where the Great War never ended, churning the planet into a barren husk and forcing mankind to shore up their shrinking numbers with combat robots.

This Ludum Dare 49 submission was made in 72 hours as a tech demo of the strategic layer (the game also includes point and click elements and further text-based encounters).

Game Rules:

Collecting a combined total of 500 scrap and supplies will allow you to launch an offensive and win the game.

Losing all of your units will fail the game. Soldiers cannot be replaced.

Move your teams to locations to have them collect scrap to be turned into supplies when returned to your HQ. The longer you stay in a location, the more attention you attract.

Your teams will suffer mechanical malfunctions, especially when on the move. If they have supplies, they will repair these malfunctions. If not, the machine will be lost.

The HQ can only process so much material at a time. A constant stream of supplies is more effective than delivering a huge amount and having to wait.

Left click to select units, then click on a location. Right clicking a unit provides details. Escape closes windows.

LD49-1.png

Controls: All listed controls can be remapped in-game.

WASD - Pan the map

H - Home the map

Escape - Close interface menus. Open main menu

Middle Mouse - Drag map

Space - End Turn

LD49-2.png

Team and Thanks

Victor Pflug - Concept, Art, Music, SFX

Michael Faragher - Programming, Writing, Technical Wrangling

Sarah Price - Sprite Animation

Florian Behnsen - Music

Voice acting, which sadly didn't make the jam (but will be added on Itch.io) provided by:

Miranda Gauvin

Aaron Totu

Lucas Schuneman

As was suggested, here is the tutorial text we didn't get into the game.

-I'm sure you're familiar with this hardware, but let's go over the interface.

-You can reconfigure the controls in the menu, but I'll assume you haven't done so.

-This is your map. You can pan by using the W A S and D keys or by holding down the middle mouse button and dragging the map.

-You can also move the cursor to the edge of the screen to pan that direction.

-The Escape key will both back you out of menus and open the main menu.

-You can end the turn using the on-screen prompt or by using the Space Bar.

-Placing the cursor over a unit or location will show some basic information, and right clicking will show more information, if available.

-Left clicking on a unit will select it. While you have a unit selected, clicking on a location will give that unit a move order.

-If you change your mind, you can click on the unit to cancel the order. However, once they leave the location you won't be able to contact them again until they arrive.

-You can press the H key to home your camera to your current location.

-All of your units need repair parts and materials, which we'll call "supplies."

-Since some of your older machines are decades old, you'll need to worry about them breaking down if their unit runs out of supplies.

-Once a unit is down, it's unlikely we can get it running again. Keep your people supplied.

-Troops at your HQ won't break down, but they're also not gathering more scrap to make more supplies.

-Make sure to start your troops coming home with enough supplies to survive the trip.

-Keep an eye on supplies, keep moving forward, and keep an eye on your goal.

-Your scouts have encountered the enemy. You can leave them in combat or support them with other units to increase their chances.

-Remember, your team is counting on you, and you can't bring back the dead. Killing the enemy isn't the same as beating them.

Ratings

Overall 1047th 3.296⭐ 56🧑‍⚖️
Fun 1410th 2.667⭐ 56🧑‍⚖️
Innovation 1011th 3.064⭐ 57🧑‍⚖️
Theme 1356th 2.704⭐ 56🧑‍⚖️
Graphics 174th 4.316⭐ 59🧑‍⚖️
Audio 141th 3.982⭐ 57🧑‍⚖️
Humor 1161th 2.15⭐ 52🧑‍⚖️
Mood 56th 4.264⭐ 57🧑‍⚖️
Given 49🗳️ 78🗨️

Feedback

baknik
04. Oct 2021 · 20:53 UTC
I can really see the potential in this idea. It gave me classic Fallout vibes in a very good way.
Yaroslav Kravtsov
04. Oct 2021 · 21:07 UTC
Game looks like a start of something big. I see potential to make a good indie game in unique setting and gameplay. Keep it up!
Michael Faragher
04. Oct 2021 · 21:28 UTC
@baknik - High praise indeed. I actually was telling people that this reminded me of the Fallout 1 demo. It was mechanically the same as the Fallout game when it released, but had a purpose-built area and plot. Got me hooked on the series.

@yaroslav-kravtsov Thanks! We intend to make this into something great.
curleysam
04. Oct 2021 · 21:38 UTC
Very neat idea and theme!
I love the setting of if the Great War didn't end. I've been into WW1 recently haha 😁
This is brimming with potential and I would love to see where it goes next! Good job!
LDJam user 14887
05. Oct 2021 · 00:34 UTC
Very impressed and happy with the art. Good job!!
teshimoto
05. Oct 2021 · 00:35 UTC
Loved the UI and the atmosphere!
peterfiftyfour
05. Oct 2021 · 01:28 UTC
I knew I recognized that art style ;) I love the idea of a heavily story and atmosphere focused strategy game! This is exciting! Can't wait for the full release hehe
KovagoD
05. Oct 2021 · 07:38 UTC
Awesome graphics and atmosphere! :)
xsangyhix
05. Oct 2021 · 09:14 UTC
The game looks and sounds awesome. It communicates mood very well. Unfortunately there is little feedback on actions. The ui with scarps and supplies is not updating (at least for me). The game lacks feedback on selection (unit selected, actions available) which makes playing a little bit frustrating. Maybe highlight the unit when selected and make indicators where they can move so that the player does not have to search the map. Also, there was something mentioned about combat in one of the summaries but no visual indicator on the combat or reported number of troops lost.
orangutanrider
05. Oct 2021 · 10:34 UTC
Really nice graphics and mood.

Didn't really know what i was supposed to be doing though.
Pablo Lario
05. Oct 2021 · 11:40 UTC
I found it difficult to understand what was going on and if what I was doing was right, I won but I dind't know how. Even with that, I have found really interesting the idea behind, and It would be nice to see a long term version of the game and what you do with it. Nice work!
Michael Faragher
05. Oct 2021 · 12:16 UTC
@xsangyhix thank you. Your feedback is entirely in line with what I'm hearing. The game fails to communicate effectively. While I can only apologize to those frustrated during the jam (everyone who mentioned it and those who didn't) fixing that is my first priority going forward. The player should never feel confused or lost, it's not that kind of game.

Thank you again. All of you.
Cruzin
05. Oct 2021 · 12:25 UTC
Cool gritty vibe
megamasterx
05. Oct 2021 · 13:03 UTC
Taking the entry at face value as a tech demo, this actually strikes me as a good entry. I echo the opinions that the lack of feedback hurts, the scope of this game is pretty high for a jam but there is incredible potential in this title in a genre that has not seen much love lately. I sincerely want to see this game completed.
Hobzone
05. Oct 2021 · 14:09 UTC
Huge big up on the UI and Art ! Gool game ! Congrats
ChillerTyp
05. Oct 2021 · 14:11 UTC
Respect to the designer, the artwork looks nice. The writing on the cover could have been cooler.
Zettelkasten
05. Oct 2021 · 14:31 UTC
Cool game! I was confused with the controls at first, but then figured out. Maybe it would be helpful to see the troops actually moving on the map, like it is right now there is not much feedback.
The atmosphere this game builds is really astonishing.
PartTimeIndie
05. Oct 2021 · 17:13 UTC
OVerall a cool game, I really enjoyed the graphics and the audio.
Quite Good
05. Oct 2021 · 17:30 UTC
Really love the visuals and art direction, as well as the oregon trail type random event system. I think the atmosphere really makes me intrigued about what the story is. Hoping to see this idea go further because this seems like the makings of a full length title.
Vhalenn
05. Oct 2021 · 18:12 UTC
The mood of this game is incredible !
yagovictor
05. Oct 2021 · 19:54 UTC
this game is amazing, congratulations
Hotowlgirls
05. Oct 2021 · 20:34 UTC
Game feels like it has a strong tone, it's got a lot of potential.
bflatinteractive
05. Oct 2021 · 21:46 UTC
I loved the overall esthetic and atmosphere of the game. The art and music are both great! The writing during battles was really well done and tense. Really makes your imagination work, and you can see the soldiers in battle.

There is a lot of UI space that is not used for feedback and other important information, but I'm sure that all that will come together as you continue to work on this project. Great job!
Michael Faragher
05. Oct 2021 · 22:56 UTC
@bflatinteractive you're right about the space in the UI. We have room to grow, and we had ideas, but we had the same problem everyone did: big plans, short time.

As the writer, I want to thank you for that feedback. There's a real trick to writing good stories in minimal space. I made it so I could call sound and music from the script, and the tone owes a lot to the music and effects. I want to capture that feeling of watching your team go through a door and losing contact. It's a singular experience, and it fits the narrative.

I wanted to do more, but by the time I started on them, there were only eight hours left. I look forward to making more for the main game.
LDJam user 261208
06. Oct 2021 · 04:52 UTC
I hate to do UI. So I really aprecciate who does it so right. Really nice game.
CodeRaurus
06. Oct 2021 · 09:48 UTC
Getting some Fallout vibes, nicee. Great entry, although perhaps overscoped for a jam. Atmosphere is on point and graphics are beautiful. I think the game lacks player feedback. Also, would be cool if your squad infromation would be shown when they are selected with LMB. Definitely feels like a bigger project and I'm looking forwards for future updates.
zimny11
06. Oct 2021 · 15:02 UTC
It looks just great! The music and art style together give nice and eerie atmosphere to the whole game. Excellent job!
Erlioniel
06. Oct 2021 · 19:39 UTC
It looks promising, but wasn't able to play on my ultra-wide monitor, because there is forced full screen :(
Michael Faragher
06. Oct 2021 · 19:43 UTC
@erlioniel Yeah, I was afraid of that. I'll see what I can do.
Michael Faragher
06. Oct 2021 · 20:41 UTC
@erlioniel I have a windowed build up. It's not what I want, but they removed the resolution dialog in the last version of Unity, and doing an in-game menu or forcing a window aspect ratio in code would require QA and no longer be the jam version. The perils of sprite graphics.

Linux Windowed build in about 20 minutes. I'll fix the windowed/21:9 problem in the first post jam revision.
Marshal
07. Oct 2021 · 00:59 UTC
This looks amazing! A real ambitious entry, nice job!
Human Writes Code
07. Oct 2021 · 05:47 UTC
You've built an atmospheric, dystopian world here through great art, cool music and excellent dialogue/descriptive text. The core game play loop is very good, too. It was a significant undertaking to get a game of this kind of scope done in 72 hours and I think you did a pretty amazing job with it. It would be good to get a little more feedback from interactions (selection clicks, movement animations etc) but in a game jam that kind of thing falls into "nice to have if we've got time" pile.

I think there is a lot of potential to grow this out into a bigger game!
GHubert
07. Oct 2021 · 06:20 UTC
I feel missing enemy or other thing let you worse or lose. Boring...
Michael Faragher
07. Oct 2021 · 13:22 UTC
@ghubert A fair complaint. The combat system only reports combats in text, and you only win if you have a certain amount of materiel at HQ or lose all your troops. The original loop had more visible enemies but it was one of the corners we had to cut in development. I imagine this doesn't appeal to everyone, and it's something we want to improve upon.
n00begon
09. Oct 2021 · 03:00 UTC
Great atmosphere and you have a base to work from. At the start it was not obvious what was clickable so some time spent on UI feedback would help, like in XCOM showing the path your unit will take and making the areas you can click on more obvious in the map. Hopefully all this feedback you are getting from the jam will help you make it more polished for your larger game.
3mpty
09. Oct 2021 · 05:56 UTC
Good atmosphere music and art but the obtuse UI and confusing mechanics hurt it a lot.
I don't really understand anything that's happening, nothing happens for 90% of turns other than notification spam and I really don't like the control scheme, mouse buttons do several different things and very little of the UI actually follows established UI design patterns, making it very confusing.

There's also a distinct lack of real visual information on what's actually happening, soldiers arrive instantly at their destination but are grey and have an indicator saying they are still in transit, why not have them visually move each turn? Why not have alerts on each unit showing their status? Why don't units have health bars etc. to show their state without having to navigate the extremely clunky UI to inspect them.

There's unfortunately some huge issues with usability here and the game despite being quite simple (deploy troops, gather materials, report home) is extremely obtuse and difficult to understand the current game state. A strong art style and tone can only get you so far and I think as a game this fails to deliver.

Impressive art but really leaves me wanting more in terms of gameplay and interesting ideas.
Michael Faragher
09. Oct 2021 · 17:19 UTC
@3mpty Unfortunately, many of those are deliberate design decisions and require fundamental considerations as to what we want the game will be. You don't have constant contact with the units, and the map is less a classic RTS map and more similar to a paper map in a situation room. Similarly, having to deal with reports rather than at a glance UI is part of the design decision. Although the reports need to be refined considerably.

Unfortunately there's a balance here of the game we want to make versus the expectations people have for the game. I'm willing to side with "we haven't communicated our intent clearly enough," but there is a problem with delivering what the player expects while still providing the experience we want versus making "just another" game in a known loop that has a fresh coat of paint. It's a major concern, but I think explaining the game more clearly would advise gamers as to if this is the kind of game they'd enjoy before picking it up. More Civilization and less Starcraft.
RIBOUT Horace
10. Oct 2021 · 20:10 UTC
The game is a bit hard to read and understand at first but the atmosphere and visual really work and standout ! The unstable mood and the feeling of always in danger is really present, and I get that good "i send my troop to farm at point" gameplay feeling that I really like from strategy game. Good game !
LDJam user 269293
10. Oct 2021 · 21:53 UTC
I would by a complete game
Majadroid
11. Oct 2021 · 09:02 UTC
The atmosphere of the game is awesome, the visual style just great. Everythink looks and sounds amazing. But the gameplay is very boring. The should be much more feedback, what is happening - and there should happen much more.
JaviCoder
11. Oct 2021 · 10:55 UTC
wow, I really liked the idea. The graphic style for a demo is incredibly well done.
Be brave! I hope you finish the game one day!
tetrapteryx
12. Oct 2021 · 20:45 UTC
Very ambitious for a jam game! I love the art. I would have liked some sort of tutorial/introduction to set expectations about what the game was about, since I was unsure of how to approach it, and even once I figured out what I could do, it was hard to tell when I was making progress and what my end goal was. I think this has a ton of potential though, the atmosphere is SO good.
IntoDarkness
14. Oct 2021 · 08:13 UTC
Amazing Graphics. The menu is great. the sounds are good. there is no indication on the time and days. Good Work
FromTheChasm
21. Oct 2021 · 17:52 UTC
Very atmospheric. I loved the aesthetic. Reminded me of old Bitmap games mixed with Fallout (which I think has already been mentioned). I also got vibes of 'Sunless Sea.' This game clearly has a ton of promise. I couldn't quite work out what was going on, the supplies didn't seem to shift, but this is very early work afterall. I could see myself stalking the wastes for a long time. Bonus for the cool music to., and the well written narrative segments.