Neptune's Wake by feor
Neptune's Wake

Play on Itch.io!
Sink or be sunk.
* Strategically dispatch your units to acquire more territory, send reinforcements or sacrifice parts of your empire for Neptune's glory !* (Note: there is no sound)
How to play:

You are the blue player.
You can invade an enemy territory or reinforce land you own by clicking one of your regions, then a neighboring region. One unit will stay behind to defend the region.
Regions that have sent units somewhere become unavailable for the duration of the turn.
You can also sacrifice your own tiles to Neptune's glory. This will increase your sacrifice counter by one, which you can then spend to sink an enemy's tile. You can only sacrifice or sink one tile per turn.
Each turn, units of every owned region will increase by the number of tiles that make up that region.
Click "End turn" to pass, press escape for a pause menu and to go back to the main menu.
Tiles that are surrounded by water are more likely to be chosen during the sinking phase.
Credits
Font: Monogram by datagoblin
Post-jam changelog
- Higher camera speed for browsers
- Random map generation menu now visible (yeah...)
- Bugfix sinking not happening late-game
- Bugfix various sacrifice-related crashes
- Bugfix impossible scenario (italy map)
| Link | https://github.com/feored/LD54 |
| Link | https://feor.itch.io/neptunes-wake |
| Link | https://feor.itch.io/neptunes-wake |
| Original URL | https://ldjam.com/events/ludum-dare/54/neptunes-wake |
Ratings
| Overall | 442th | 3.69⭐ | 23🧑⚖️ |
| Fun | 352th | 3.69⭐ | 23🧑⚖️ |
| Innovation | 379th | 3.571⭐ | 23🧑⚖️ |
| Theme | 298th | 4.024⭐ | 23🧑⚖️ |
| Graphics | 548th | 3.643⭐ | 23🧑⚖️ |
| Humor | 914th | 1.853⭐ | 19🧑⚖️ |
| Mood | 908th | 3⭐ | 23🧑⚖️ |
| Given | 26🗳️ | 17🗨️ |
My main note is that the sinking islands don't add much (despite looking awesome as an effect!) because there's not a lot you can do about it. Quite often they just split the island into pieces and make the end of the game waiting to see who randomly sinks first. If there was some predictability about it then players could take it into account when making their turns to add an extra layer of skill. Two possible ideas I had were:
- Showing which tiles will sink at the end of the turn _before_ you make your move
- Making it so the random sinking never completely separates an island (so it would sink from the outside in). This would be quite thematic for the ocean and would stop the final turns just being waiting and hoping.
Overall this is loads of fun- well done!
@matt-barnfield Thanks! I totally agree with both points. The sea eating away at tiles from the outside in was how it was originally setup, but then we realized our makeshift map editor didn't center tiles properly so all the scenarios had a major advantage for one of the teams, and we had to change how it behaved at the last moment before the deadline unfortunately.
@sbeif Great idea! We are a bit disappointed that we couldn't take the sacrifice mechanic further and that the game is so RNG-heavy now, wish we had thought of this workaround.
Love the little ticker down the bottom and whatever's going on AI wise. Crazy you've managed to get all these different scenarios and so on done within jam time.
I think the main things that need to change here are balancing tweaks to reduce the swinginess, make the sacrifice mechanic more relevant, and more obvious future gamestate (in particular the sinking) so you can plan ahead more effectively.
The core ideas are great and I enjoyed playing it, great submission!
The game is fun to play but could use music & sfx.
Nice entry!
EDIT: I forgot to mention the camera control. I played on the browser and I don't know if that is the newest version, but I thought the camera was hard to control and for me personally the sensivity needed to be way higher. Maybe the option to control the camera with WASD or arrow keys might be a nice addition.