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A jam submission

Prince Aladeen Builds a RefineryView game page

Waddiyastan has come under attack from Yankistan, refine enough Unobtanium to build the Anti-Facist Repulsion Bomb™
Submitted by slipperhat — 8 hours, 21 minutes before the deadline
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Play very serious game

Prince Aladeen Builds a Refinery's itch.io page

Results

CriteriaRankScore*Raw Score
Seriousness#1344.1724.172
Enjoyment#5403.6213.621
Overall#10023.3663.366
Audio#12802.9662.966
Creativity & Theme#16083.1723.172
Visuals#17932.8972.897

Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game Engine

Godot

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Comments

Submitted(+1)

Very serious defending with no relevance to real life. Seems to be a mix of balanced and unbalanced? everything was destroyed all the time though i did still kinda passively win and grow bit by bit so it works out i guess. All my missiles kept missing though :p Fun lil game

Developer

Thank you for playing and seeing it through to the end!

Yes it's very unbalanced. There is a set of instructions in the game description that makes it much easier, but there are so many systems interacting with one another, that I just didn't get the time at the end to fully balance it properly.

That being said, I'm glad you managed to win eventually and see it all the way, I really appreciate the time you took out of your day for this, thank you!

Submitted(+1)

The dialogue is very funny. I had a lot of fun, it was definitely hard. I wasn’t sure how to make more money? Nice work though.

Developer

Thank you for playing. Glad you enjoyed the dialogue!

It is tuned quite hard. The money comes from buying more oil refineries and the accompanying ships will earn money when they complete a trip. However they cannot sell if their parent refinery is damaged, and if the ships are sunk they have to dispatch a new one and restart. So it becomes really important to prioritise air-defence early to build some economy. I would imagine your ships were just getting sunk over and over and that was thrashing your economy. 

It's tuned very all or nothing in that regard, and I've added some instructions to the description as I was unable to tune all of the interconnected systems well enough on the last day.

Thanks for your feedback.

Submitted(+1)

It is quite difficult indeed. But it might just be due to my utter lack of experience with management type games.

Still very fun! The UI and art even made me feel nostalgic for some reason

Developer(+1)

Thank you for playing and your feedback.

I suspect your lack of experience with management games is only a small reason, the majority of it is one me! Sorry about that. I'm pleased you didn't mind the programmer art; I hope it get some old-school flash game nostalgia!

Thanks again. 

Submitted(+1)

As someone who is tied to the Middle East through my family, this was hilarious! I really liked the humor and the "The Dictator" themed stuff. 

This really made me laugh! Well done! 

Developer(+1)

I'm really happy to hear that landed ok! It's an absolutely minefield (pardon the pun) and I knew I was treading a pretty extreme tightrope on the humour, so i'm very grateful to know everything is ok!

Thank you for playing and your feedback.

(+1)

Really had lots of fun with this totally-not-related-to-real-life-in-any-shape-or-form game. Immediately understood that the intro was mostly for the lulz and the mechanics were very intuitive. Interesting entry, 'cause not many (or probably no one else) went with the city sim genre. Arstyle was nice and goofy very serious and the experience was overall great (and also wtf did I just read?).

Developer(+1)

Thank you for your comment. It is all a terrible coincidence really, what are the chances!

I'm really pleased to hear that you found everything intuitive, some people have struggled so it's nice to hear that some stuff has clicked and made sense every now and then. Yeah the management / sim / whatever genre was a bit of a curse in the end, but I'm still glad I gave it a crack.

Thanks for playing! 

Submitted(+1)

I'd have liked some more audio besides the looping song, but this is one of the more unique entries ive played thus far! at first it seems I invested too much into oil and got softlocked since my threat skyrocketed and I was getting spammed with enemies and unable to fight back, but after a few tries I got it down.

Developer

Thank you for playing and your feedback.

I too wanted to put more audio in, but I didn't have time to work it around the architecture sadly. As it currently stands, everything is simulating across all the systems and screens simultaneously. I wanted rocket, drone and explosion noises on the straight seen, but maybe some other SFX on the production pages and perhaps a humming noise for the centrifuges. I ran out of time to firstly source those sounds, but also split them across various buses and then fade them in and out as the player moved around the UI. There's also the issue of the rocket and drone entities being freed and re-instantiated from memory rather than pooled, which would destruct an audio player possibly while in use. Basically I didn't make anywhere near enough time for that headache and ran out :(.

I'm sorry to hear you had some trouble initially, but glad to hear you got through it in the end. Thank you for your time and feedback. I'm looking forward to playing your game.

Submitted(+1)

I really enjoyed this type of games, missed more upgrades since I got mine pretty fast and started to get overwhelmed by the amount of enemies in later waves, but it was really fun to play. Was in doubt about the theme, but read your explanation and I think I understood it. Great game!

Developer

Thank you for playing! Yeah it does ramp substantially towards the end once you start buying centrifuges, perhaps a bit too much so!

I'm glad the theme made sense, I was a little concerned about that. Thanks again for stopping by.

Submitted(+1)

Ok so i did read it and while it did work i do feel like that put me on a more guided way to play the game so it was kinda straight forward and not much thinking. but damn I did enjoy myself, I should've not read and just tried, a challenge and getting it would've been great. I'm trying to place the genre of the game to be able to give feedback but I don't really know where it falls into or what the game is trying to be, because tuning and pacing would be different based on what you're trying to achieve. I think there's something here though, I did enjoy myself

Developer(+1)

Thank you for making the time to play and share you feedback.

We've already had a good natter on Discord so I won't regurgitate what we've already spoken about. But thank you for playing and it's been really useful for me to start to understand how more detailed instructions are helping players and changing the experience for better or worse.

Submitted (1 edit) (+1)

The game is interesting. At one point in the early game somehow my single oil refinery was repairing just in the nick of time to send out a ship and then gets hit by a missile, so I always had some money. That was when I realized I made the mistake of buying the centrifuges early. With that slither of income I just slowly upgraded the missiles and then bought the refineries and then just afked to victory lol. Anyways below is my feedback.

I actually did not realize that the 25m was for the purchase of the oil refinery until I clicked it. Lol on hindsight it was obvious but because it cost quite a bit, and I wasn't sure what it was, I avoided it in favor of other stuff (the missiles) until the other stuff was too expensive. Only then did I click on it and realize what it was for. I think it would be nice if there was a tooltip when you hover over it.

It is kind of weird that technically you could win by just buying centrifuges, though that will take a long time. At the same time it does seem like it would be too difficult to balance the lose condition around the different systems (like if the lose condition was everything destroyed, then the defense system becomes priority etc.). Maybe time? Like you need to build the bomb by 4 in game years? I'm not sure really.
-EDIT- Actually it suddenly occurred to me that perhaps it would be alright to have different lose conditions in the different systems, as that can just be something similar to a challenge mode. It would give more variation in the strategy required depending on the lose condition.

It would be nice to have some agency on where the initial anti air systems and oil refineries are placed, would also add some replayability and variation to the game.

The visuals are alright, and the audio wasn't too loud and fit quite well. The starting dialogue/tutorial was quite amusing. Overall, it was an enjoyable game. It strangely reminded me a of Plague Inc.

Developer(+1)

Thank you for playing and such detailed feedback. I really appreciate the time you've taken with this.

Yep, the centrifuges are a total trap, I did update the game description with a step by step on how I think the best way to navigate the early game is; however the fact that this is needed is a massive problem in the way I designed the game and you've hit onto those issues perfectly. I am really happy you managed to get the victory screen though, and very appreciative that you were willing to see it through.

A tooltip for the refineries is a great idea, it didn't occur to me at all, but that would make it far clearer. 

In regards to a lose condition and agency, I think you and some other commentators have all closed in on what probably should have been the solution; and that's a proper RTS with tiles and placeable buildings. That way everything can be built and destroyed and there's very clear win and lose conditions. This is all with the power of hindsight of course, and I have no idea if it's something that I could have done, but it's definitely useful to think about, and I’m building a strong picture in my head from all this great feedback.

I'm glad you like my awful programmer art! And I really love the comparison to Plague inc, that was definitely in my head when I was planning out what this might look like!

Thank you again, appreciate your time.

Submitted (1 edit) (+1)

I'll be honest, I wasn't entirely sure what I was doing, but it was super serious work. I think I did good! This game was pretty funny and it made me laugh a lot. Super silly and I'm glad I tried it out. The music was honestly banger

Developer(+1)

Thank you for giving it a go, sorry to hear you weren't too sure what was going on, it's not for everyone. But as long as you were doing it super seriously!

I'm glad to had a laugh, it's a tricky topic. Thanks for taking the time to check it out.

Submitted(+1)

haha it's all good, it was completely a skill issue on my hand 

Submitted(+1)

This game is very 

Aladeen

Developer

Thank you for your Aladeen feedback.

Submitted(+1)

This is an insane amount of content for a week! However, the more content a game has the harder it gets to teach it all to a player in an understandable way. I found that I kept forgetting what a lot of things did after the tutorial and had to click all the buttons to find what I was looking for.

I really tried to beat this game but after 5 attempts of all my buildings instantly being destroyed no matter what I try and upgrade first, I had to quit. My money kept getting stuck at 50k or 100k and was unable to do anything but wait. Maybe I just suck at strategy games since I never play them.

This game has a perfect fitting soundtrack. It is not distracting at all and is actually kind of calming for what is happening lol. The art also isn't terrible. Everything is readable and you can fully understand what everything is without having to take time to think about it. This is exactly what you want with art so good job on that!

Centrifuges are also a unique take on the theme that I have not seen much of. I think you did a good job! I wish you luck with the rest of this rating period!

Developer

Thank you for playing, and gosh I actually feel terrible that you gave it five tries. The tuning is all over the place and it's extremely difficult if one doesn't understand all the systems; and as you've pointed on, the content / tutorialisatation is a balance I haven't gotten right with the amount I shoehorned in.

You essentially have to go full economic, and air defence investment and not touch anything else while you get that developed. Because when you start building other infrastructure including centrifuges, Yankistan thematically would be getting quite uncomfortable at that point and hits you with the full might of the military industrial complex. This is certainly a case where realism is not helpful for the player!

I'm glad you didn't mind my programmer art! It's not really my thing, but I decided to roll with it anyway lol. I'm also happy to hear your like the theme interpretation.

Thank you again for spending so much time with this, I really appreciate it and I'm genuinely apologetic (and unlike your apology to me, this one is justified!), the game is tuned far too hard for the level of understanding needed to complete it easily. There's a lot of lessons in here for me and I'm grateful for your time and wonderful feedback.

Submitted(+1)

Firstly, I really respect the choice of subject matter which you managed to balance out with the 'I'm not taking myself too seriously' style writing, which made the topic laughable. Hats off to you for not shying away from it.  

You've managed to put together a bunch of systems for a strategy game in a WEEK, ALONE.  To me, that's crazy. Ultimately that led to the tutorial dump at the start. Other comments have already mentioned this, the tutorial was very crucial and helpful in game playability, but it could have been done better by pacing it out (which you also mentioned in a reply yourself). I found myself clicking around a little trying to rmb what's what and where everything was. Understandably though you only had a day to put it all in, and with a game like this there is bound to be a shit tonne of information. I also appreciate that you tried to iconise most things on the top bar so that it wouldn't be a words-galore situation, but perhaps some icons could have used some tweaking for player understandability (or perhaps the slower paced tutorial would have already helped with that).

I'm not sure how I feel about a strategy game where you can eventually just sit back and watch the centrifuges go (or in my case had no choice but to, since my money got stuck at 50k from stupid spending), but perhaps for a gamejam that IS better. I am also completely unable to comment on any of the balance for a strategy game cos I don't know shit about that, so I won't :) 

The choice of bg music is nice, it doesn't pull too much attention to itself, fades out for a bit which gives the player respite, but still adds to the atmosphere, I really liked that (I still have it playing while I type this lol). Visually, it's no spectacle, but it did the job and carried the message, so all things considered it doesn't take away from the game.

(I just read the tip about economy before centrifuges. Damn.)

All in all, good job, I appreciate that this exists.

Developer (2 edits)

Thank you for taking the time to play and share your excellent and overly generous feedback. I'm really pleased to hear that at least the thematic elements of the game have landed without offence, which is kind of a miracle.

 I think you've really hit on the crux of the problem with the whole tutorial and systems design; there probably needs to be more of it for the player to get a complete understanding, but no player actually wants more of it. I certainly left myself stuck between a rock and a hard place, and there's some real learnings here for future games that have more than one mechanic!

No the balance is absolute dogshit and you're most welcome to call it out. In general it is a nightmare to balance systems when they start to interact with one another, but that shouldn't be an excuse, because I made the decision to add that complexity. It does lead to a situation where you either get thrashed from the start, or roll over everything. But it always leads to some waiting around for the end which is never good.

I'm quite pleased that you didn't find my programmer art offensive to look at! I am no artisté, and usually stick to 3D games as that's where I'm most comfy, but I thought I'd screw around with some pixel art this time and here we are. I certainly wont be making a career change to drawing any time soon.

Thank you again for taking the time to play and collate your thoughts, you're much too kind in your feedback and it is appreciated. There's lots of food for thought.

Submitted

This is a very serious game, too many tutorials though.

Submitted(+1)

You game is very Aladeen. On a more serious note, I think there's too much upfront tutorialization. Since your game is quite complex, maybe introduce 1 element at a time. Start with economic building, then add the defense. But very Aladeen nonetheless.

Developer

Thank you for your Aladeen comment.

Totally agree and someone else suggested the same thing, which would be far better. There is an architectural issue whereby all the systems are tightly coupled quite dreadfully. I was in such a rush I just sent it, but if I come back to this, I'll look to make each system able to be run individually such that they can be introduced more slowly. 

Many thanks for playing and your Aladeen feedback.

Submitted(+1)

The theme is great. The intro and disclaimer are wonderful. A nice take on current events.

I love how the oil refineries and SAM sites go dark for a while when damaged, but then get restored, showing resilience. It would be nice to be able to purchase additional SAM sites, or maybe some mobile SAM launchers, to help speed things up and reduce down time.

The gameplay could use a bit more to it. After a while it really does come down to waiting and letting things happen, essentially becoming an idler game. There just isn't anything left to do once you've unlocked everything and set your missiles to the best they can do. I tried to balance the threat by building enough centrifuges to not max out the threat and let things go for a while, But I got 100% threat anyway and then purchased all the remaining centrifuges I could to speed things up. Sure, in real life things take time, but as a game, it would be nice if it went a bit faster once there was nothing left to do, or give more to do in later parts. Other than feeling like it dragged on longer than needed, which I suppose also fits what it is representing, it was well done.

Developer(+1)

Thank you for playing and your detailed feedback. I'm glad that you liked the theme, and the intro worked well for you!

I totally agree on the SAM sites, I felt it would have been nice to perhaps have a grid or something similar and more manual placement like a traditional RTS which may have worked quite similarly to your suggestion. But alas, I was really up against time with this jam.

I think there is a general tuning issue that's apparent from the various feedback that it's not quite fast enough, and I think that's very fair. I didn't consider that it's actually thematic that the *totally not real events* have gone on far too long too, but I could certain pretend that was the intention :D.

Anyway, thank you for taking the time to play and share your feedback, it's really helpful and appreciated.

Submitted(+1)

Good job on this! You really fleshed out a lot of features here, there seems to be some real strategy to win. I appreciate the explanations at the beginning, otherwise I would have felt lost.

Perhaps a clear losing state would have been nice? I got to a point once where  I was out of money, and my infrastructure was in ruin. It seems I effectively lost, but the game just kept going. Maybe a set of conditions under which the game would just tell me I've lost would be a nice touch.

Developer (1 edit) (+1)

Thank you for taking the time to play and your feedback.

I really toiled on this exact issue of a lose condition, and I think I backed myself into a corner. The game essentially exists in a state whereby if you have even one centrifuge, eventually you'll win. In fact, it's sort of tuned such that for the last part of the game the enemy sorties are quite substantial. So I found it quite hard to find a set of criteria that didn't exclude people who were genuinely on a path to victory. I suspect it's just a fundamental design flaw.

I really appreciate you taking the time to have a look through the tutorial, as I know it's not everyone's cup of tea, and it was added on the last day. And I'm really glad to hear it helped a little bit.

Thanks again for your time and feedback.

Submitted(+1)

just spitballing here, but maybe it would improve the game if the refineries could be destroyed. Like maybe when all of your infrastructure under repair, the invaders then go for the refineries. That way a losing state would be more clear. Refineries destroyed + defensive infrastructure down + having under $1m = lose

Developer (1 edit)

Completely agree, I like that idea a lot. I think an actual tile based RTS with proper building and destruction would have likely worked much better, and have been far more clear to the player.

I was definitely under the cosh for time and just settled on predetermined routes and locations for the refineries and ship routes which of course ended up being quite limiting for the design.