Humble Homestead
Ludum Dare 49 entry, Humble Homestead.
The scope of the game got away from me a bit, and it was quite ambitious to start with.
The goal of the game is to build up as big of a population as you can - you start with only one member, so you're going to need to work your way up to converting one of your tiles into a camp in order to get started. Run out of food though and things will quickly take a turn for the worse - how far can you push the population in thus unstable economy?
## Controls
WASD, Arrow keys, and map border (inside UI frame) can all be used to move the map around.
1, 2, 3 control the speed at which a day elapses.
Space pauses/resumes the game when there are no other frames open over the map.
## Basic Mechanics
Resource management for three resources:
* Coins (used to buy land)
* Meat (used to feed population)
* Grass (used to feed animals)
### Grass
* Rabbits require 1 grass per day
* Chickens require 2 grass per day
* Cows require 5 grass per day
### Meat
All population members require 1 meat per day
## Win Condition
Technically the game is endless, but the maximum detected population size is 200 (controls the top left label, *Farm of LudumTown* in the cover image.
## Loss Condition
If you don't have enough food to feed your population, your population will die off or move on to other more inhabitable settlements. When your population hits 0 you lose.
# Post-Release Changelog
* Fixed animal menu not displaying correctly when more animals than screen space were present.
* Increased starting population to 2, to work around flaw in the population growth calculation.
* Made the population growth apply to the population count, and fixed the comparison that generates the message.
* Fixed call to `voidToGrass` having displaced arguments after the map had been adjusted for a purchase on the top or left border, resulting in a broken map.
* Fix title not being set on purchased tiles
* Fixed sloppy calls to `Math.random()` being done incorrectly.
* Allow land purchases with exact currency
* Label camp tiles correctly after grass tile is converted
* Fix a random number in a random event being off by 1
* Fix crash when random event spawning non-chicken occurred due to not importing all possible animal classes
* Fix animal deaths not being calculated or applied correctly
* Fix town size not being detected correctly
* Fixed deep copying issue with map expansion
* Fixed camp tiles throwing an error when processing a purchase
* Balance changes
# Known Issues
Viewing a land tile and then returning to the game triggers a reload of the game map (intended), and resets the time on the day (unintended)
Status | Released |
Platforms | HTML5 |
Author | tharbakim |
Genre | Simulation |
Made with | Phaser |
Tags | Economy, Ludum Dare, Ludum Dare 49 |
Links | Ludum Dare |
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