Ludum Dare #17compo
Nieuwe Aarde
The planet is dying.
Monsters raise themselves out of the ocean monthly. The skies themselves blacken.
You, and your civilization, have but one choice: amass enough magical power to leap across the starless void, to another, safer planet. But you're racing against time - every day the attacks get stronger.
The planet is dying, and it's taking you with it.
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Nieuwe Aarde is a turn-based strategy game, inspired by Desktop Dungeons and Seafarers of Catan. You colonize a series of islands in a desperate grab for enough magic to evacuate.
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If you like my game, come check out my official development journal at http://www.mandible.net - I'm doing one game per month, and have been for approximately the last year. :)
Monsters raise themselves out of the ocean monthly. The skies themselves blacken.
You, and your civilization, have but one choice: amass enough magical power to leap across the starless void, to another, safer planet. But you're racing against time - every day the attacks get stronger.
The planet is dying, and it's taking you with it.
-----
Nieuwe Aarde is a turn-based strategy game, inspired by Desktop Dungeons and Seafarers of Catan. You colonize a series of islands in a desperate grab for enough magic to evacuate.
-----
If you like my game, come check out my official development journal at http://www.mandible.net - I'm doing one game per month, and have been for approximately the last year. :)




Comments14
Travelling is weird, leaving a line of boats.
Apart from difficulty it's a solid game though and in 48 hours rigourous balancing isn't always possible.
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(Just figured out how to use magic, realizing I hadn't examined every command in detail. If I played it again knowing this it might not be so difficult, but I'm out of time for now. Great game.)
Gameplay is a bit confusing at first , and a bit slow afterwards (clicking "work" repetedly). The traveling method was odd (adding lots of boats on the sea like this?)
But you might be able to make a great game out of this.
- I could pick up and play fairly easily; tooltips worked great for learning how to play.
- The basic premise where everything is a structure (including ships, etc.) sits great with me and is a smart simplification for the competition.
- Strategy is pretty great for a 48 hour compo.
- Writing is also great, I really understood what was going on.
The only thing I had trouble with is is balance:
- The monsters! They seem to get really powerful really fast, not leaving me much chance to amass enough for leaving the island.
- Strategy wise, it's not clear to me that food/wood ever matter very much; this might be something I'm missing out on?
- It's not totally obvious the relationship between metal+magic=power, other than it's not really linear.
Basically in order to have a hope of beating the monsters I had to build as many cities on mountains as I could manage, and as many forges as I could without overdepleting my metal supply. Then just work for the rest of the turn.
Here is a suggestion, (surely the wrong one but it might give you some ideas) for balancing the game:
- Make it so the monsters ramp up a bit slower
- The game could tell you what kind of monster is coming up
- The monsters require some number each of food, wood, metal, magic to defeat; this way you are encouraged to always increase.
- Maybe the battle could happen more on a sliding scale, where you see the effects of your resources; different types of monsters may have different effect on the resources so that you get a feel for what you need to have
- The worse you do in battle, the more magic you lose
This would let you:
- Know what effect your resources had on each monster type.
- Be encouraged to learn what each monster is like ("oh no, it's a fire gryphon, better stockpile wood this turn...")
- Make it so that if you manage your resources properly, you can save up your magic thereby giving you a better chance to escape.
Anyhow this is way too much information! Great job, I had fun with this game.