Underking
A downloadable game for Windows
CONTROLLER ONLY! Unfortunately, I didn't have time to test with just keyboard and have just found out, you won't be able to enter the mines unless you use a controller.
To win you need to upgrade all your equipment at the forge to Adamantine, without annoying Princess Ferny of the Elves or Warlord Gobbo of the Goblins. Make sure to pay their demands as the game progresses. If you fail pay their demands too many times, you lose.
I bit off more than I could chew with this Game Jam, so this version of the game definitely doesn't represent my ultimate vision for it. It's very rushed and unfinished, but I hope you have some fun with what's there.
Game Jam Post Mortem.
The Good:
The player can assign dwarves to work on cutting trees for wood, mining quarries for stone, building structures and smelting ore.
The pooled resource inventory keeps track of collected resources, and shows them physically in the stockpile.
The player can mine with their pick or blow up blocks of ore with dynamite in the mines.
The player can assign a worker to smelt ore into a variety of ingots at the smelter.
The player can upgrade their equipment at the the forge, all the way to Adamantine.
Bombs will explode each other in a chain, and kill the bats and demons in the mines.
Chests can be found which spawn rewards.
There's a day and night cycle. Currently, it just adjusts the lighting and triggers the demands messages.
The Bad:
The mine level included was procedurally generate, but to get the game to build the procedural objects needed to be turned off.
Because of this, I had to turn off the entrance to the Demonic Flesh Pit. You can still find the level exit in the mines, complete with pulsating flesh, but you can't go in.
Spawning enemies in the overground level broke the NavMesh, so I removed them. The original game loop driver was to have Gobbo's Goblins attack from the right and Ferny's Elves attack from the left periodically, so the player had to come back to the surface to defend their dwarves. Instead, I had to just trigger periodic resource demands. In retrospect, the game would have felt better without this demands system, but... yeah, it was rushed.
I didn't include the Imaginary Game Jam logo in the game. I'm not sure where I would have put it, as I didn't even have time to make a start scene or main menu. I'll put the logo on the itch page and hope that's enough.
Excessive amounts of resources will tank Unity's physics and rendering system, possibly making the game unplayable later. There's object pooling which helps, but I probably need to use DOTS. Try not to go overboard when collecting resources, just focus on the ones you need for the next upgrades.
No way for the player to see exactly what resources are in the stockpile. The stockpile definitely needs a panel to appear when the player interacts with with. At the moment, I expect players will find it confusing trying to figure out which resources are needed for what.
The Ugly:
The entrance to the Demonic Flesh Pit is unfinished. You'll find some pieces of pulsating flesh in one of the rooms, but it's a mess I didn't get around to finishing. Well done if you find this room at all, and if you do, consider the game completed! This was going to be where I put a final boss for you to defeat, thus the original end game would be here.
I added a number of time pauses to the various the different interface panels. They were needed to prevent overlapping interface panels when the terrible demands system kicked in. Unfortunately, the amount adjuster in the Smelter relied on time being active to work correctly. If you hold down right while amount is hovered, the amount would repeatedly click up on it's own, but with time paused you now have to tap right repeatedly. A bit of a drag if you need to smelt 60 steel ingots!
Controller only support! Argh! I wish I had time to test before uploading. This will be a priority fix in the next build.
Nasty interface panels, and sometimes quite buggy too. I put a ton of time into getting the menus to work with a controller, and they still don't always work as expected. Once UI functionality is more centralized, I'll make the various panels look pretty.
Whether you win or lose, you'll get unceremoniously dumped back to the desktop after clicking quit on the end game panel... Sorry about that. :\
Overall I'm happy with what I accomplished in the time and I'll be doing more work on this game, if only to see how it plays when I get the invading enemies sorted. If you've read this far and are interested in the game's progress going forward, please add it to you collections, give me a follow and please let me know if you have any suggestions. Happy Jamming!
Published | 1 day ago |
Status | Released |
Platforms | Windows |
Author | Cas Windsor |
Tags | dwarf, mining, Tower Defense |
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