Compact Domain
A downloadable game
The kingdom needs your help!
There's tiny little continents - well, islands really - ripe for the colonising out there. We've got more resources than anyone could want, and plenty of willing men to make the trek.
Unfortunately, all of our matériel has been inconveniently paired up, like so:
Help our kingdom make optimal use of the limited terrain available, despite the terrible arrangement of our resources! Expand into unknown territory!
Build thriving cities!
Create your Compact Domain!
Controls:
- Mouse over a placed structure or a structure on a tile to see a description of the structure.
- Left Click to take and place tiles (or put them back), and explore uncharted areas.
- Right Click or Space to rotate held tile.
- WASD or Arrow Keys to scroll around island.
- CTRL+N for next level.
- CTRL+P for previous level.
- CTRL+R to restart.
- ESC to pause.
- CTRL+M to toggle music.
- CTRL+C to take a screenshot.
Bugfixes in v1.01:
- Updated window name; this now saves screenshots in a separate folder to other games called 'LD54'.
- Clarified hint in Level 4.
- Corrected misplaced objectives in Level 12.
Changes in v1.1:
Added a standard difficulty level selection screen and two difficulty level. Set difficulty with Ctrl+H.
- Winter Mode: People move at 2/3 speed by default and gain a 3/2 speed boost by having a heated home. This implements the non-functional intended 50% speed boost from heated homes. The fix shouldn't be applied to the base game since the best way to break a game is to make the code match the comments.
- Ice Age Mode: As per winter mode, but with 50% higher objectives.
- Added difficulty hotkey to the level 12 victory message.
- The Woodcutter no longer claims to improve movement speed when played on the default difficulty level.
Visuals
- Added a white pulsating "This Outpost/Tower can see X" that draws to all explorations in range.
- Made the "Too far away" line pulsate. Faster than the white one.
- Added domino outline when placing things, matches the white or red line.
- Added ground plate merging for buildings with adjacency.
- Trees and mountains on visible tiles draw over fog, as well as buildings.
- The starvation dial is blocked out as starvation increases.
Fixes and QoL
- Scout total lingers on explore marker for 1s. This makes it possible to click "Explore!" even when the underlying scouting is only active for a split second.
- Tooltips of placed structures update to reflect their state. What they are producing or the reason why they are not producing anything.
- Readded an extra access spot for the far exploration on level 4, that I removed some time in the jam. This makes the level a bit more forgiving and makes it possible when the difficulty is increased (in a nice way, rather than capping the threshold at 4).
- Improved hint for level 4.
- Resolved a potential (but almost impossible) soft lock by refreshing invalid shop items after each exploration and explosion. It was theoretically possible to, say, explore with a shop full of Towers such that the next exploration marker is too far from any Towers while your Quarries are too far away to place any Towers. This could also be done with the Alchemist explosion.
- Fix tavern tooltip to mention its food cost.
- Tweaked some other tooltips for clarity.
- The map editor no longer breaks hints and text with newlines on save.
- Map editor output is now deterministic and more human readable.
Status | Released |
Authors | GoogleFrog, shoulderdrake |
Genre | Strategy, Puzzle |
Tags | Ludum Dare 54 |
Links | Ludum Dare |
Leave a comment
Log in with itch.io to leave a comment.