Nice game! Very relaxing and satisfying. One thing is confusing me: the carriers will only pick up stone from the harbor right next to the road, and I've built more harbors that are just full of stone while the carriers have to wait for it to show up at the right harbor. Is there a way to force the ships to move the stone from those other harbors?
No there isn't. That is maybe not the best design decision, but the carriers only take stone from the one harbor at the road. Stone in other harbors isn't touched, which can be useful, because you need stone also for houses.
Thank you for nice comment nonetheless, have a nice day.
This is hands-down the best, highest production quality game in this jam. It kinda re-ignited my interest towards Rust.
How did rust and macroquad treat you? Was it easy to write the game? How production-ready do you feel this toolset is? Would you use it again for another jam in the future?
Thank you for your kind words. I'm glad you like my game.
Concerning your questions, I have to say I had only good experiences with Rust and macroquad so far. If you are going for small 2D games macroquad is definitely recommendable and very easy to use. I had just the usual struggle with the Rust borrowchecker sometimes :). Nonetheless I like the Rust lanquage a lot. Beware Macroquad is more of a framework / library, just like Raylib, but written purely in Rust, but it's not as feature packed as engines like Godot. During the Jam I learned also Evenio ECS, which is also very nice library. The difficult part was more to design and write the game logic itself in that short amount of time, not the tools. For desktop games I feel macroquad is very production ready. When exporting for web/wasm, I had little difficulties to compile and get it running, but got it working in the end. All in all I will definitely use it again in other Jams. Nice to see that I was able to get you excited about Rust again.
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Nice game! Very relaxing and satisfying. One thing is confusing me: the carriers will only pick up stone from the harbor right next to the road, and I've built more harbors that are just full of stone while the carriers have to wait for it to show up at the right harbor. Is there a way to force the ships to move the stone from those other harbors?
No there isn't. That is maybe not the best design decision, but the carriers only take stone from the one harbor at the road. Stone in other harbors isn't touched, which can be useful, because you need stone also for houses.
Thank you for nice comment nonetheless, have a nice day.
This is hands-down the best, highest production quality game in this jam. It kinda re-ignited my interest towards Rust.
How did rust and macroquad treat you? Was it easy to write the game? How production-ready do you feel this toolset is? Would you use it again for another jam in the future?
Thank you for your kind words. I'm glad you like my game.
Concerning your questions, I have to say I had only good experiences with Rust and macroquad so far. If you are going for small 2D games macroquad is definitely recommendable and very easy to use. I had just the usual struggle with the Rust borrowchecker sometimes :). Nonetheless I like the Rust lanquage a lot. Beware Macroquad is more of a framework / library, just like Raylib, but written purely in Rust, but it's not as feature packed as engines like Godot. During the Jam I learned also Evenio ECS, which is also very nice library. The difficult part was more to design and write the game logic itself in that short amount of time, not the tools. For desktop games I feel macroquad is very production ready. When exporting for web/wasm, I had little difficulties to compile and get it running, but got it working in the end. All in all I will definitely use it again in other Jams. Nice to see that I was able to get you excited about Rust again.
Have a nice day!