;_; that is so nice!! Thank you!!!
Mar_Lard
Creator of
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Hello! Thank you very much for the kind heads-up! Yeah, we're aware of this, but we decided to accept the risk and leave the link; we don't mind being disqualified from the voting and have no ambition of being in the selection, but we wanted people to at least be able to see the game we worked so hard on, as a last-minute submit sadly broke our Windows build ;_; We made sure that the web build is identical to what we had at the deadline, with no further improvements. Once voting concludes, we'll update this page with a working Windows build. Thank you very much for the concern, it's really appreciated <3
Thank you very much for the kind words and in-depth comments! Indeed, because of lack of time the balancing & tutorialization of the game took a hit; we hope to polish both post-jam, as well as improve the feedbacks.
Regarding the Science, at the beginning of the game you can only build very close to the snake's maw; once you've gotten keratin by building a mine and supplying it with workers from a nearby dwelling, you can construct a lab (the tower with a light on top), which gives you 1 point of Science while it's standing. For each point of Science, you can build further down the snake :) But we agree this is the hardest point to currently understand. Thank you very much for playing!
Thank you so much for the kind words! Completely agree on all counts - as is often the case in gamejams, tutorialization got the short end of the stick and as a result the game isn't super understandable to a newcomer. We hope to polish and improve it further post-jam!
As for the building, at the beginning of the game you only have enough Science to build really close to the maw of the snake; subsequently, building Labs (the towers with the light at the top) gets you more Science while they're standing and let you build further away. But we completely agree that this is currently not well communicated.
Interesting concept, could use a few more layers of design to be an interesting game (but impressive achievement as a solo dev in the alloted time!). Things like obstacles, or upgrades you would leave strategically on the robot path every time it shuts down, a sequence of updates to put in in order (making it more of a memory game)...Something like that to really shape the game's core design.
Cool concept, and cool style (though I will say the low fuel alert sound is a little aggressive!). It feels a little slow to be able to get to the next neighboring planet, but I understand that's intentional to help with the sense of scale. Well done, I can see potential in developing this one further post-jam!
Thank you very much! Indeed, we had a last-minute issue with the Windows build that locked in for submission ;_; but you can find a working web build of the game here: https://julienbarbe.com/Projets/Jeux/Ouropolis/Ouropolis.html
Thank you so much!!
Mines need workers to produce the keratin you need to build more buildings - so you need to place a mine and a dwelling nearby, and you'll see workers starting to head from their home to the mine, and then slowly tick your keratin count up!
Our apologies, as always in jams tutorialization was rushed very last minute :')
Yeah, unfortunately something went wrong with the very last Windows build we uploaded, and that's the one that locked in for submission ;_; Thank you so much for your nice words! If you'd like to play the game, you can find the working web version here: https://julienbarbe.com/Projets/Jeux/Ouropolis/Ouropolis.html