thanks, looks like the ghost spawning bug has something to do with export settings, I've fixed it (I think) and re uploaded. Maybe I'm disqualified now. I guess this what happens when you don't test every build before submitting lol.
ibex
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thanks for the feedback!
Just to clarify, was there a bug/UI issue or was the problem that it isn't clear what your supposed to do?
There's not really an end goal but for each ghost captured you should get credits that you can spend on taller buildings, things to attract more ghosts, etc.
At the beginning ghosts should be spawning every 15 seconds, and you should start with enough credits to build a small building.
thanks for the feedback! If your interested in the fog effect I based it closely on this tutorial: https://www.youtube.com/watch?v=QEaTsz_0o44
Cool concept, and I love the art style! But I had a few technical issues: first I tried it on linux (manjaro) and the game starts, then gets past the intro text, but WASD movement doesn't work and the dialogue at the beginning doesn't start . The mouse input seems to work fine as I could use the weapon select and skip the intro text. Anyway I just downloaded the windows version and it worked fine through wine.
Thanks for the feedback. It was supposed to relate to the theme metaphorically, originally I intended to have more player choice in how you reach the end, where "pick your poison" would mean choosing between the church, the state, and self-annihilation, but that was too much work for me right now, as I've been pretty busy so I just winged it.
As for the bug you mentioned, I am aware that the interior screen transitions are buggy (flickering, etc.), but the looping is intentional, I think to really sell it though I need to add some sort of animation, or effects or something to inform the player that it isn't a bug but a feature.
Thanks for the feedback! I wish I would've spent more time making the menu more intuitive since its a pretty crucial part of the game but I ran out of time.
The main goal is to make sure you have net positive food and shelter to sustain a growing population.
All improvements can be built by a single unit, but farms require units working on them each turn (+2 food per unit) and houses require 8 of the wood resource and 6 of the earth resource to build and permanently provide +6 shelter. To harvest the "earth" resource you need to use the "dig" command on a unit (+1 earth per unit on the tile). To get wood you need to use the "work" command on a "forest" tile (+1 wood per unit). Building a "tower" costs 16 wood and reveals new tiles that you can use to harvest more wood and earth, and build more farms and houses.
Population cannot grow higher than shelter, so when new settlers arrive shelter must be built to accommodate them by the next turn or they will die. And if food reaches 0 then units will die each turn until food output is positive.
Splitting units into smaller groups (i.e 6 units on one tile -> 3 units each on 2 tiles) is important for maximizing the amount of resources you can get each turn. I gave brief instructions on how to do this in the description because its a bit counter-intuitive.