Moon Base Constructor
<For a better experience, you can download this game for windows>
Humanity has always looked up at the stars in fascination...
... And now, we are almost ready to explore the universe for ourselves.
Construct a moon base using an array of autonomous robots. Manage your resources under strict storage limits. Expand you base until is is habitable by humans!
Resources:
Robots - Autonomous machines that operate each structure. Some structures need more than others
Power - Is needed by most structures in order to operate. You'll have to maintain power production (from solar panels and reactors), as well as power storage (from power banks)
Moon Rock - Collected from a quarry. The basic building block of most structures.
Iron, Titanium, Uranium - All valuable metals that can be collected from mines.
Tips:
1) You can give each structure up to double the needed robots. Doing so will make that structure run even faster! (e.x: A mine with 10/5 robots operating it)
2) When building a structure, a green cursor means that you can afford it, and a yellow cursor means that you cannot
3) Some buttons have keyboard hotkeys. Hover over them to see what they are.
Known Bugs:
1) If a pylon is activated externally (not by increasing the pylon's robot count, and by a power increase ect.), the pylon's range is not updated correctly
1Fix) Change the pylon's robot count.
2) Making too many pylons slows the game down
Programs and Tools Used:
Engine - Godot
Code - VSCode (w/ gdscript plugin)
Art - Aseprite
Music - LMMS
Sounds - LabChirp
Status | Released |
Platforms | HTML5, Windows |
Rating | Rated 3.8 out of 5 stars (4 total ratings) |
Author | Icosmohedron |
Genre | Simulation |
Made with | Godot |
Tags | City Builder, Ludum Dare 54, Pixel Art, Robots, Singleplayer |
Links | Ludum Dare |
Download
Install instructions
1st Download Link: Source Code for the Web Version
2nd Download Link: Windows Executable
3rd Download Link: Source Code for the Windows Version
Comments
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Hey, my comment on the game jam page, I just mean that all the UI screens take up a lot of the gameplay space, example:
I knew that you could close all of them, and I would close the left one, but then after I build something I would usually open it back up to decide what to build next.
So I was trying to describe something like this:
Basically a smaller version so you could see more, but still get the info you need.
But I was also saying you could use icons, which could be easier to read at a glance and take up less space. Here is an example from aoe2 of what I'm thinking of:
Oh wow, thank you for the mock up! Yeah the menus taking up too much screen space was really something that I wanted to fix, but I didn't have the time. One reason of why it was so big was because of pixel-consistency. I wanted every pixel to be as close in size as possible for that 8-bit aesthetic, but it limits how small I can make the font.
Having a bar with icons however, was something that crossed my mind only after the fact. Having all of that information readily accessible on the top with icons would make the game much more readable. On top of that, it would free up the left side of the screen, so I could stop the other problem of clicking something on the right side of the screen and the info panel covering it. I could just move the info panel to the side that matters least.
I really like these ideas, and I totally have to use some of them for my next project. Thank you so much for the feedback!
I totally understand that - both not having enough time to do what you want, ha, and the pixel font consistency. One game I had to make the smallest pixel font possible that is still readable, which I believe is 5x5, for the same issue. There are multiple things you can do, but it feels like a no win situation cuz each solution has a downside.
Glad you found the feedback helpful! It is really well done, and even more so impressive that it was done in 48 hours!