Dam-ed
A downloadable game for Windows, macOS, and Linux
You are a beaver, the smartest one in your family. Wolves have broken into your family’s dam, and you need to do your best to survive as they prowl the halls, looking for fresh meat. You now sit in the Dam HQ, directing your family to gather food to stay alive and scrap to hold back the ravenous wolves, praying that the doors will hold.
Objective: Survive as long as possible.
The tools to survive
- Your Beavers: You have the 9 other members of your beaver family to give orders to. None of them are particularly intelligent, so they can’t adapt to new situations: they only follow every direction you give to the letter, and they can only remember a certain number of orders.
- They remember sights very well, though, and always give you a perfect recollection of everything they saw on their trip as soon as they come home.
- Each Beaver also has a different speed stat: The faster a beaver is, the faster they’ll be able to complete orders and return to the relative safety of the HQ.
- The HQ: Located at the very center of the Dam, this is the safest place within it. With heavyset doors at both entrances, this is where you sit and direct your family, and where they return after completing their orders
- The doors, while strong, are not invincible. Each can take a total of 10 hits from wolves before being breached, resulting in the consumption of you and your entire family.
- The HQ is also where you have your map of the Dam, which shows you a full layout. It's just a piece of paper, though, so if won’t update automatically with any information. Want to mark something? Use the markers, pencils, and stickers provided to markup the map however you wish.
- Scrap and Food: These two items can be found throughout the Dam, and more will appear every so often, so be sure to recheck locations.
- Scrap: Used to barricade hallways, dig tunnels, and reinforce the doors to the HQ, Scrap is versatile and incredibly useful. You don’t have any with you when the game starts, though, so you’ll need to send your family out to find some
- Food: Not used to do anything, but if you run out of it, you’ll starve to death. You start with some, but you’ll need to get out there and find more quickly.
- Orders: To make your family actually go out and do things, you’ll need to give them orders. Some Beavers are smarter than others, so some can remember more orders than others.
- There are a total of 5 you can give them:
- Move to
- Tells the Beaver to move to a coordinate within the dam. Without one of these, your family will just stay in the HQ and try to do things, and won't accomplish much of anything.
- Scavenge
- Tells the Beaver to pick up a single item from the ground. This could be a bunch of food, or a single piece of scrap.
- Barricade to
- Tells the Beaver to barricade between where they’re standing and the coordinates you give them. The Beaver needs to take 1 piece of scrap with them to do this, which is consumed when the Barricade is made. If you use this while in the HQ, you can reinforce the door between the HQ and the coordinate you give.
- Tunnel to
- Tells the Beaver to dig a tunnel from their location to another location. They can only dig a single space orthogonally, and digging a tunnel consumes a piece of scrap (much like Barricading).
- Distract
- Tells the Beaver to make a lot of noise, drawing all wolves within 5 tiles of its location to where it is, distracting them from trying to beat down the doors to the HQ.
- Move to
- Other Information
- Beavers always return to the HQ after completing all their orders, so don’t worry about giving them a move order targeting the HQ
- There are a total of 5 you can give them:
The threats to your survival:
- The Wolves
- A number of wolves have broken into the dam and are trying to kill you. They wander aimlessly, but are incredibly lethal, immediately killing any Beaver they come across.
- They’re predators, they don’t want to waste energy. If they come across an obstruction trying to get somewhere and there’s another route they can take, they’ll take that route. If not, though, they’ll do what they need to do to keep going.
| Status | In development |
| Platforms | Windows, macOS, Linux |
| Authors | ShieldedAsh, Wicked Sick, Jiblly101, Errorrnull, InsaneN7, person973 |
| Genre | Strategy |
| Made with | Unity, Aseprite, Audacity |
| Tags | 2D, Horror, screamjam |
| Average session | About a half-hour |
| Languages | English |
| Inputs | Keyboard, Mouse |
Comments
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It was interesting how after reading a very detailed description on the game page I still had no idea how the game is played and what it looks like. But judging from the interface alone, the idea is interesting: you essentially program several beavers simultaneously on a grid map, which you have to update manually to reflect their progress. Unfortunately, I was unable to tell if any of my commands were actually executed or not and with what results, because game gave me no feedback in that regard. It would have been cool if the log panel showed messages like "beaver A has arrived to location B", or "beaver C senses wolves on location D", and then you can process this information and make markings on the map.
Yet more unfortunately, the current version of the game was not stable on my computer, and both times I tried to play it I crashed after a couple of minutes. Nevertheless, I think the core idea of the game is cool! I also liked toying around with pencils, markers and little cutsy stickers, they were the real joy of this game for me :)
Thank you for your interest! There were a lot of issues with our game that we're (eventually) hoping to get fixed most notably the crashes.
Our idea was mainly for something where the "horror" part of the game was the absolute lack of information that you receive from the game. Despite this, our idea didn't come out as we envisioned it in our heads. Some more responsiveness is needed and is hopefully the plan for when we update the game.
Thanks again for your feedback, it is heavily appreciated!
Oh, interesting, so you're saying that the lack of feedback was intentional? That's an interesting idea, but it does come off as more of a frustration than horror. Or even just bewilderment, because most of the time I was not even able to tell if the game was working or not. I think to achieve horror, some sort of informational feedback to your actions is needed, but you can play with players' expectations and/or make it ambivalent or confusing at times. For example, you can have reports coming from beavers, but they can be inconsistent, or when they stop coming, you would know, that the wolves have gotten to them.