Krasnoludzki shelter by NBGamer
So, you can probably tell I've had an idea for the other themes that reached the final round (Shelter/Underground/Folklore, etc..). And when "Limited Space" won, I thought, yeah, I can make it work, somewhat.
The original idea was simple: the player would control a small group of krasnoludki (Polish for gnomes) in a mine or shelter of some kind. You could order them to dig out the walls, gather resources and build a few simple buildings. The end goal was always a bit murky; building a "rescue beacon" was what I landed on.
The problem is by Sunday afternoon, I was pretty much bored with the idea; I didn't like where the game was going and lost most of the motivation to do it. But as this was the last LD of the year, I pushed on implementing the core mechanics and putting some graphics in place. To make things worse, I woke up on Monday with a much better idea, a completely different premise and genre, so there was no way I could pivot with just over 12 hours to go.
Right enough of moaning, what is working - WASD camera navigation - LMB to select a unit - RMB to order it to go to a location/mine a wall - hover over the map to "select" a target for building - 1, 2, 3, 4, 5 to "build" - Resources disappear based on whether your colonists are doing something or not
The few models, images and animations are all my own. There is no sound - that is deliberate. If the web version above doesn't work, please visit the itch page or download the Windows build from the links below. Looks like my export process doesn't agree with the LD website sometimes.
That's it; there is no win-or-lose condition; running out of resources doesn't do anything, and the buildings don't do anything. Oh well, LD 55 is just 6 months away.
| Itch | https://nbgamer.itch.io/ld54-krasnoludzki-shelter |
| Original URL | https://ldjam.com/events/ludum-dare/54/krasnoludzki-shelter |
Ratings
| Given | 2🗳️ | 0🗨️ |
I'm sure you're aware, but the units get stuck between the buildings, maybe it might be easier to remove collisions for units and buildings, potentially making them transparent. Also it was hard to tell which unit was selected, if you had more time, a visual indicator above/below the unit could help