Terra Nil is a relaxing city builder about ecosystem reconstruction.
My take on the theme was that starting with nothing was just a barren wasteland that you need to rejuvenate.
The 6 buildings I managed to create form a nice circular dependency so expansion is always a little difficult.
Some protips :P
- Start with a turbine
- Order of building matters (e.g. you need to place the greenhouse after the scrubber)
- Pay attention to the overlays and tooltips
The procedural generation can technically create an unwinnable state, but I don’t think this should happen and if it does, just restart
Controls:
- Left click to select
- Right click to deselect
- Mouse wheel to zoom
- Arrows to pan
- R to rotate
- Esc to bring up the menu
Tools:
- Unity
- PyxelEdit
- WolframTones
- Audacity
- Bfxr
- JuiceFX
This is amazingly polished, fun and I love the art style! I can barely believe, that it is a Compo Game.
I started placing pumps everywhere, because I thought “yay, better generate meadows from one building than from two”, but when I realized their cost and realized, that I was screwed :D
I did not really find a use for the excavator though, at least not with that price tag.
I also love your tooltips and the game description, which made the learning curve very smooth, I instantly knew what to do and how the core mechanics work.
@foolishfire Thank you so much for the kind words!
@kruemelkeksfan You too :) I’m very pleased you enjoyed it. So the excavators are really handy for connecting dry riverbeds together so you don’t have to build more pumps
I’m in awe… there’s so much on display here. Gorgeous pixel art with translucency and animation. Relaxing music. The amount of polish that has gone into this is staggering for a compo game. Not just in the game itself, but in the extra bits like that you can zoom or have working difficulty settings, or a dedicated button for screenshots.
It’s so nice to play a game in this genre where you’re not destroying nature as a byproduct.
The game itself can range from relatively easy to challenging to impossible, depending on the map. Case in point, at one point in generated 3 small size maps without rocks in a row.
The balance is great, and I probably think otherwise if I play a couple of more times, but I think now that either the water-pump or the calcinator (but not both as they make a powerful combination) is a little on the expensive side. (At least if the excavator can’t be used much because all the riverbeds are in slightly the wrong place, like in my large size playthrough.) Also I’m not sure if you’d need the excavator very much if playing map sizes of regular or below (I didn’t need it in my medium size/normal difficulty playthrough) … this is just speculation though, I might be off.
Some other things you might want to take a look at (besides the small map generation) if you decide to make a post-jam version:
- You can run out of funds, then ‘unrun’ out of funds if the last thing you built generates enough for the next purchase.
- When deciding where to place a windmill, I noticed that it was sometimes rendered behind some rubble that was on top of the dirt.
- I was able to build a windmill (I think on or near the edge of the map) when not on rocks. This gives you a windmill that doesn’t power anything, which is a bit confusing. (With ‘regular’ buildings you have: oh this doesn’t work because it’s not powered by a windmill).
- A warning when something you build would go over your funds would be nice (as well as a bulldoze or some other way to remove buildings).
E.T.A.: It worked just fine on Linux Mint
Fantabulous all around. Beautiful art, lovely music, fun gameplay. It was a fun little puzzle game for sure.
Really well done!
I like the mood! I’m a fan of resource management and terraforming so this is great. I just wish there was a restart button immediately in the game so I don’t have to exit to the main menu. The leaf currency should be pixels too, it stands out in a bad way, since the rest of the art synchronizes together. Absolutely amazing for a compo game!
I spent way too long playing this, will be keeping it for later. Would love to see more added in the future but its great as is!
@remco Wow, thank you so much for such detailed feedback. Those all sound like bugs that are worth squashing, the funds warning is a good idea too. As for the bulldoze, I’m really in two minds about it, I kind of wanted you to need to play with the ramifications of what you build, like building an excavator causing some destruction and taking up a lot of space, but maybe an undo button for mistakes would solve this issue in a better way.
I mainly tested the default settings, and the excavators seemed pretty useful there. Maybe their length could be extended based on map size though
Neat!
Incredibly satisfying watching the world turn green, fantastic art!
I was a bit unclear on how to utilize the Calcinator, but i got it 2’nd time around haha
Everything ran fine, no hiccups anywhere, The audio track was really soothing along with the setting. Only critique i have really is the GUI, But i’m not deterring it from the overall score. Everything else weighs up for it.
Hope you keep adding to it, would love to give it another go!
This is probably the game I’ve spent the most time playng among others LD45 entries. Fantastic work, love every part of it!
Really complex game for a jam! Though, some mechanics or, I would say, “economy” of the game is weird for me, the game is in overall really engaging and beautifully designed ;)
What a great game. I love it. Not only the lovely graphics, the calm music und the simple but effective game mechanics. I also like you game’s theme. Protecting nature is also the theme of my own LD 45 game.
Truly fantastic game.
The basic gameplay mechanic is clever without being confusing. The way each structure interacts with the others is well explained and intuitive, and the tension created by conflicting requirements means you have to give proper thought to each placement.
The art is great. The use of strong key colors (brown, green and red) makes all the key gameplay elements stand out clearly (but you may want to seek feedback from red/green color-blind players on this). If I was going to be nit-picky, the water pump and calcinator could stand to be a little more distinct.
The audio work is very good too. The music suits the mood of the game perfectly, and the sound effects give strong feedback for all the actions you can take. The construction sounds have just the right level of punch and the little blips when collecting resources are subtle but satisfying.
The UI is very good too. The tooltips are a great way of conveying a lot of information without getting in the way. Even the font is a great fit. (Incidentally, is it a unity built-in font or your own work? I don’t mean this in an accusatory way. I’m genuinely curious.) The only suggestion I can offer would be to make it slightly more obvious which structures do or do not require power — perhaps a lightning-bolt mark lightbulb or somesuch?
The level of polish is outstanding given the timeframe. If you’re planning on continuing to work on this, there are a couple of tweaks I’d love to see, namely: More options for scrolling around the map, such as click-and-drag (presumably with the right mouse button) or using the WASD keys; and remembering difficulty and map size selections, rather than them resetting each time you choose “Play again”.
I really only have one true criticism of this game and, to be fair, it’s largely a matter of taste: The combination of “pixel” and hi-res art is rather jarring. Someone else mentioned the leaf icon, but the same applies to the little green orbs you collect, the power cables, and the UI overlay in general. Even the font, though really quite lovely, is particularly incongruous as the only obviously antialized element in the entire game. The little weeds and other decorations are also not aligned to the same pixels as the main game art. Most people probably won’t consciously notice this, but it still subtly undermines the otherwise phenomenal artwork you’ve got.
That being said, this is a remarkably good game. I hope you continue working on it in future. I’ll be keeping an eye on your itch.io page in the hopes of further updates after ludum dare 45 concludes.
A very interesting game :) I tried my best to beat it and finally succeed after about 6-7 tries (in normal mode). Most of my failures were caused by interface issues (like installing a building outside of the power range), and even if understand the reason for allowing that, this could definitely be avoided by some kind of warning, or more visible color code. Anyway, I did enjoy my time a lot! Good job :)
One of those games which you can play simply relaxing, no pressure, just placement and a simple mecanic that can or cannot get complex, those are the games that eat away your afternoon haha Enjoyed everything, really, I can’t say much that is constructive, graphics are great, music enhances the feeling of chill, bugless, polished… Just keep going
Man I will not imagine how hard this game was to balance.
But the effort was it worth. You created a very good looking game with animations. The Sound and Music is pretty nice and the concept of the game aswell ist awesome.
MAybe, as you already described by yourself, you should take a close look at map creation.
The Game has some cool depth and loved to play it.
Well Done, just polish it slightly and its close to a real full game which can be released more than just on LD.
Awesome, keep going
Pretty nifty strategy game. Looks like you got already tons of feedback, so won’t overburden you :). Kudos for taking the leap on making strategy with awesome pixel art in a jam environment.
@squimmy Wow thank you so much for taking the time to write such a thoughtful and detailed response :)
It really means a lot to hear that the art worked so well and that the gameplay held up
The font is not mine, it’s called rainyhearts https://www.dafont.com/rainyhearts.font As I understand it, the one outside thing that is permitted in the compo is fonts.
I think your suggestions about controls are a good idea and yeah it would be nice to have a replay on same map button.
I think that maybe a better UI that fits the game better would be nice as well, I ended up doing UI really close to the deadline so I didn’t give it much love, but yeah I think that a pixel ui would work.
Thanks again for the support
@deepnight Wow thanks for checking out the game. Always been a big fan of your work so it’s really cool to hear you like it
@xarras @deathstorm @oneki Thank you all for the support, I’m glad you enjoyed it
Every LD there is always that one game you love playing so much that you lose track of time. This is that game for this LD. I’m not sure if it was the really chill soundtrack or the fact that I was turning a wasteland into a beautiful and lush grassland. But whatever it was it’s absolutely brilliant! No need to echo what others have already said, they’ve pretty much detailed the small issues with the game. I will say that I do look forward to any updates you make on the game. Congrats on completing the Compo!
This is a good entry … to me it has a single flaw, you have no option to remove buildings. Anything else is solved as well it could be.
This was a great entry., although I’ll echo the previous comments that mention rock-less small maps; in fact, after half-a-dozen tries I’ve never once seen a small board map that did have any rocks, and of course without rock you can’t even start playing. But on a normal-sized map the gameplay is great.
Truly love this game. Graphics are great, sound is good and the concept is nice. One of the best entries IMO
I really loved this game. Saw it beeing featured on a youtube channel and decided to check it out right away - and it was worth it, I had much fun building waterways and filling the land with greenery, bringing it back to life. :)
Game is unplayable on ultra wide resolutions screens :/ The “start” button is cut of below screen, and it is impossibe to change size of a window. Shame, I really wanted to try it :(
This is beautiful, the graphics, the art, the gameplay, they all come together wonderfully. The only major snag is that generating smaller levels sometimes does not make a rock, taking several restarts to get a map with one. But seeing it all bloom with green on a job well done is an amazing experience.