Trenchmouth by Mords

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.

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

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.
| Link | https://trenchmouth.itch.io/ld49 |
| Tested on Manjaro | https://trenchmouth.itch.io/ld49 |
| Original URL | https://ldjam.com/events/ludum-dare/49/trenchmouth |
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🗨️ |
@yaroslav-kravtsov Thanks! We intend to make this into something great.
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!
Didn't really know what i was supposed to be doing though.
Thank you again. All of you.
The atmosphere this game builds is really astonishing.
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!
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.
Linux Windowed build in about 20 minutes. I'll fix the windowed/21:9 problem in the first post jam revision.
I think there is a lot of potential to grow this out into a bigger game!
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.
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.
Be brave! I hope you finish the game one day!