KAMEHAMEHA - The Archipelago Regent

I’ve finally managed to cook a Playable semi-edible prototype for my Neo-Twine gameJan project…

Could you gently test it a little for me? There is so much Randomtest can do and. Another person opinion on the game would be nice!

The game is hosted here:
KAMEHAMEHA - The Archipelago Regent

my inspiration was the O.G. Text-based management games like “The Summer Game”, “Hamurabi” and some ideas from other WIP like: “NEXUS - Life as Ruler” but more managencial oriented (Kind like Daria - The Kingdom Simulation)

I tried a KISS approach of “Archipelago management with 7 islands, 7 goods, 7 disasters.”

The in game actions are more or less these:

  1. TRADE: Buy low (island surplus), sell high (island demand)
  2. FLEET: Build ships (sloops=fast, galleons=strong)
  3. BATTLE: Sloops > Galleons > Galleys > Sloops (rock-paper-scissors)
  4. SURVIVE: Solve disasters within 3 turns
  5. WIN: Keep public approval high until the eponimous King come from his vacation in Brazil.

(As you can see, Its a extremely minimalist game with almost no story other than “got to place - do thing. The end” Or so I try as to keep the amazing game constraint of limited words.)

Ah there is also a copy hosted here:

KAMEHAMEHA ON COGDEMOS

List of Things I fixed:

  1. Combat Scenes now work. The enemy pirates no loger gain your HP at the begin of the fight. And no more insta deaths either.

  2. When you sent vessels to guard a islands the ships no more dissapear misteriously, they will keep guarding said island until called back or the final showdown against the big bad Naciremans happen.

  3. You no longer have infinte cargo hold… Now you can ship only what your fleet can hold.

  4. No more disasters requiring you to procure itens that are not being sold in a island! Now each island sells one of the seven products of the Archipelago.

  5. I fixed some line break issues. But there are still problems with Debugging text showing out.


    7.I thought I fixed the “send aid” bug but . Nope! Still happening! You need to go to the island and press send aid twice in order to buy the needed item the send it for the same island!

  6. I think I solved the issue with the proper order of the scenes at startup…
15 Likes

That’s a pretty fun management minigame honestly.

1 Like

Thanks Dragomer! Its still pretty bare-bones though. I am having a hard time trying to implement combat. For once only fleeing seems to be working as intented. But in theory, even as I modeled combat as Rock-Paper-Scissor esque… In theory we should be eventually able to (kinda) win by bruteforce by abusing numbers in your fleet.

But once I fix that I am planning on go crazy with the procedural generation (more custom names? Larger and more closer/distant island? more price fluctuations between island due economical shenanigans? Weird encounters at sea? Also, is three turns to brief to solve disasters? should I rise it to one week?)

oh and also a big SHOUT OUT to my buddyette @Himbeereule !

That Number-to-Speech function is amazing! And I am planning to use it even more!

3 Likes

I’m not sure about the rest but for that one, it could be a selectable difficultY. Like 3 turns is normal or hard mode while 7 is easy mode?

1 Like

So I decided to leave it at 7 Days.

Alas, I failed to deliver a game before the end of the Jam. But I did sulved the Battle bug that always ended combat with the player losing.

The prototype is more or less playable now. If you wish to try again:

1 Like

That’s a shame but at least you made progress.

1 Like

Aye, I confess I am glad to finally be able to post an working update. Kinda serves as a proof to myself that I can do that too. :heart:

1 Like

Ok now I got a PC. The icht . io version will probably work now!

3 Likes

Aan thats it. I think I (mostly) finished this game…

2 days too late to participate in the Neo-Twine Jan sadly…

3 Likes

That’s a shame but at least a finished game is an accomplishment.

2 Likes