Archeology Simulator 3092 by brookzerker
For my first Ludum Dare I decided to create a web app game. You play as a humble archaeologist who is searching for an ancient technology so that you can purchase and retire to a moon. However there is the small problem of a few pirates that you will have to deal with.
| Web | http://ld36.brookzerker.com |
| Source | https://github.com/BrooksPatton/ludumdare36 |
| Original URL | https://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=44405 |
I like the game, but the graphics could use some work.
Really enjoyed the freedom of hopping around wherever I wanted and being able to escape the pirate boss's when I got low. Well done!
Balance was a bit off couple of times (boss appearing when there was no chance of winning) and generally it felt like the game depends more on rng than player actions. It would be good if there would be some choice, even simple "take money or take missiles from the ship" would improve feeling of involvement.
Also zooming effect on messages was a bit annoying.
I don't think it is quite related to theme, but who cares?
Actually I wanted to have more but I dropped them pretty quickly when I realized how little time 48 hours is. Maybe a second edition would have all those extra entities.
Pirates destroy :) I felt like a pirate of my own :)
Great entry very different from what I have played so far on the jam. Nice Programmer art ;)
Aesthetically the game is quite simple and kept to the point which i like. The menu however was a much to take in at the beginning, after a bit of trial and error I quickly understood it though.
finding new upgrades on planets was great fun and gave me a sense of exploration which i loved. The RNG was at times brutal but then again so was FTL. Perhaps showing where the pirate boss was so i could avoid him would balance the game.
Great concept and good job!
I think shields going into negative is fine for one turn, then to 0 on the next. but that might be just me. I like seeing over-damage
make the buttons have different click/unclicked states, so it gives more feedback to what's happening, and gray out things you can't do?
also put laser/missiles max damage on screen?
other than that UI is easy to look at, the colored text helps a lot too when you're running low
it was fun :D
at first I died a lot, because I was too stingy with my missiles at low level, and I also didn't realize you could run from pirate boss...but then after playing for a while I became too overpowered cause I kept finding laser batteries. So that might be something to change?
The advice about the buttons is great, I'll be taking that into account for any possible future versions.
I had to go fullscreen to be able to see everything. There was too much text at the beginning. I want to play a game without having to read a page of text. Keep it as short as possible.
Being a turned based strategy game, I was able to get through the pirate fight OK. I found it odd that missles were more effective against shields than lasers were. Once I figured that out, they were easier to defeat. It too me a while to understand how to go to the next planet after I was done with the one I was on -- I expected to click on a menu button rather than on the map.
Some sounds would have helped make the game more enjoyable and understandable.
The upgrades are a bit over-powered, or the game progression is not perfect, because I was always able to beat the normal pirate ships without any issues (by just firing the laser over and over again). But each time I met a pirate boss my ship exploded, no matter how many upgrades I had. It would be nice if the enemies would get more and more difficult over time.
(A question about my game: what popup blocked your village?)