Fun Ant Game by ElmoEinstein
Itch Page: https://elmoeinstein.itch.io/fun-ant-game if the WebGL on LD doesn't work. If the download is zoomed in then play the WEBGL version on the itch page.
This game is an ant colony building simulator where you have to strategically place different tiles in positions to create the most efficient colony. Build up to the surface to unlock even more upgrades. I feel the game fits the theme "Limited Space" because ant colonies are very confined and limited. Also your space starts out very small and limited but slowly expands. I am really proud of this game because this is the first time I've ever built music for you game, meaning I made all the art, music, code and game design. Sorry if this is written badly, my brain is so fried. Sorry if this is written badly, my brain is so fried.
About me: Year 9 dev from Australia.
| Original URL | https://ldjam.com/events/ludum-dare/54/fun-ant-game |
Ratings
| Overall | 503th | 3.635⭐ | 28🧑⚖️ |
| Fun | 356th | 3.685⭐ | 29🧑⚖️ |
| Innovation | 741th | 3.148⭐ | 29🧑⚖️ |
| Theme | 888th | 3.13⭐ | 29🧑⚖️ |
| Graphics | 481th | 3.759⭐ | 29🧑⚖️ |
| Audio | 435th | 3.407⭐ | 29🧑⚖️ |
| Humor | 388th | 3.261⭐ | 25🧑⚖️ |
| Mood | 582th | 3.5⭐ | 29🧑⚖️ |
| Given | 9🗳️ | 12🗨️ |
Played until I got to the surface and having a 120 so ants. Super cute game, love the art and seeing my little ants run around. Some minor bugs but over all very polished. The explore that cost food was never working for me? Sometimes buildings were greyed out that I could purchase, and I think the Queen Ant bonus for surrounding wasn't working for me, but I wasn't sure.
Again, I loved it! Good job!
I won't talk about the balancing issues, the inconsistent wording on the different options, or any other results of sleep deprivation and limited time. What matters is the core of this game. I told you I wouldn't be able to play this because it's not how my brain works, but I was actually able to play it just fine, and *I even felt a little proud of my colony*. I had a very food-biased colony. https://cdn.discordapp.com/attachments/753365892255186947/1158588764902404226/image.png?ex=651ccb5f&is=651b79df&hm=e16ea83be82993d60a67634468a83185397f5c4d0be015b601b6e5080ad2244c&
What you need to do is build upon your skills and develop your understanding of the "why" behind each decision and practice in game dev. This game could be a great learning opportunity to figure out what makes a game great because it has a very strong foundation, but it does not stick the landing if it were a commercial game. That's not strange. It's not a commercial game, but the thing for you to figure out is "Why is that?", because that's how you learn how to see a game through to that stage. But I'll give you some hints:
1. There are no threats. Everything is just positive, and all ants lost are lost off-screen. We'd be more invested if we could perceive the threats better.
2. There's little motive to keep going once you've figured out how to optimise the fun out of the mechanics that are present. The surface isn't some luscious, diverse landscape. Only grass. There is no major overarching goal. No reason for fighting. Nothing to strive for.
3. It becomes monotonous. There isn't really enough variety for the long haul. There's usually only one right answer, or a few where the order of operations doesn't really matter.
A lot of these things would at least be eased by just developing the game further, adding more options to it, etc. But it's something to chew on.
Additional notes: I liked the idea that they live in houses and apartments. That's sweet. The game has an optimism to it that's nice to experience. Ant house :)) I liked that your fate is in your own hands, even if there isn't any threat. You get to design the colony to make it more efficient - you get bonuses for using your mind. And you're good at spritework. Very smooth and clean stuff, especially for a youngun.
Good job!
fun though! very nice looking game - i am a fan of the ui (it's clean!) although one nitpick would be that having explore and build both beside each other wouldn't have taken up too much space i think
The art in this game was great, I liked how as the ant population grew they filled out the nest until I sent them out on their one-way missions. It did seem to me that the ants only spawned from the initial Queen, I think that it would have been cool if I could have used the location of more Queen rooms to spread the population out more. The music was nice and chill.
Overall I had a lot of fun playing this one, well done!
I got to obama, although it sure took a while! I think the optimal storage+queen pattern is similar to the water+sugarcan pattern in minecraft. after such a long time playing the audio track did get slightly repetitive, but what audio loop wouldn't!
I was hoping Obama was going to make me overpowered and let me break the game, but he did.... nothing? lol

It took me a while to understand how to play, but you were brilliant. I had problems with the side scroll bar. I just think it could be tighter to fit the theme better. But I have to test other games and I'm stuck here. The music could vary between two or 3 themes, but it is pleasant. But the game is addictive. Congratulations, good entry.
Time to get some waffle. XD
The graphics were cute and all matched together well. The gameplay idea was there, interesting, especially the parts where linking specific "buildings" would increase the effects, but I feel like it could've used some more balancing. At some point it felt like a waiting game to get to my next building, but not much was going on at the same time- not necessarily a point of critique (especially considering the limited time that is a game jam), just my personal experience there!
As mentioned before, a little visual feedback would be nice, but I did notice whether things were buffs or debuffs simply by looking at the numbers haha.
The audio itself was sort of repetitive, had to mute it at some point, still good job on getting the audio in there esp as a solo dev!
Besides that, we really enjoyed the scrolling tutorial, very interesting setup and we loved the little pixelart on the last slide!
Thanks for your submission!
What this game could have used more of is a sense of flow and urgency. As far as idling games go, this one was very manual and having to constantly go back and click on each action and wait for the food to fill up just made for a less engaging experience. The game also didn't really have much of a goal - I know there is a super expensive "Obama" in the shop and I decided to go for it and buy it, but it didn't really seem to do much. Kind of expected I guess, but also kind of disappointing. I thought it would be the end-game. :joy: I know Obama was put in for humour, but it also feels like the humour is too random in-game - the music and gameplay feel a little more grounded and serious and this just doesn't seem to gel that well with the rest of the elements.

I like the idea of having to balance out these different elements of the house, food storage and queens and that placing these elements adjacent to one another can cause them to affect their output. It's strange that the upgraded versions also end up in the shop to begin with - I mean, once you get into the later game stuff, it's hard to justify even purchasing the lower-tier versions of the items.
While the music was nice and fitting enough to be in the background, I did find the short loop in-game to wear out quite quickly especially after playing for a long time. I think the game could have also used some sound effects, particularly when you're trying to do something and you don't have enough resources for it. There's just not a lot of feedback in the UI to sort of guide the player into understanding why they can't initiate an action.
I did notice some wonky UI stuff with the scrolling - moving the map up and down also caused the sidebar menu to scroll up and down, but the scroll wheel itself doesn't affect the sidebar menu options and I have to manually move the scrollbar with the mouse and cursor? :thinking:
Overall, I would still say that my experience with this entry was more positive, if just for the pixel art and concept. It's pretty well done for a game made within 72 hours.