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Dawn Of A Little World's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Please provide some feedback! Be Kind. | #5 | 3.667 | 3.667 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I sort of broke it and just spammed next turn until I won! Interesting idea with some cool strategic possibilities. The scoring was a tad obtuse but not that hard to figure out.
I was really looking forward to playing this one, as I'm really into 4X games. It was tough to get into, but once I figured it out, it was really fun and a fantastic game!
Some others have suggested a better tutorial, but I think even just adding an in-game encyclopedia that explains each type of tile and resource in more detail would go a long way to making this game easier to get into.
Like others have said before, the game needs a better tutorial - the text is way too small to be read, even when in fullscreen.
There are also some small bugs - the zooming-in and moving about with the keyboard is slow and keeps going, depending on how long you pressed the keys - even after you have stopped pressing them. Sometimes, the game places a tile when you want to select a different one.
It would be nice if the randomness of the tiles was changed - as in, you will have higher chances of farm tiles when you have a lot of meadow tiles already placed. Otherwise the game easily softlocks you out of winning when you never get the tiles you need. The random discoveries could also be better - as in larger biomes can spawn a discovery - this would incentivise putting together similar tiles.
Overall, a good game for just 72 hours of work :D
I really like the concept of this game but it needs a better tutorial. I didn’t know how to get the required stability or that magic could be saved and used in the next turn. The UI is too small as well. It feels like getting the right tiles depends a bit too much on RNG but I enjoyed playing this anyway.
The concept for this game was wonderful! On my first run, I ended up soft locking due to running out of food making it so my people would not work and get more food because they didn't have any food. Once I understood that I needed to closely monitor the food resource, I was able to beat the game. I think this could be a great full game with a little polish! I found it confusing to understand exactly how the towns/villages/houses worked - was what they got based on the tile I placed it on, or on what was around the tile? Either way, I had a lot of fun with this!
I liked the concept but unfortunately ran into some issues with it relating to my hand filling up with tiles I couldn't place. The art was nice and it was very satisfying seeing tiles change as you played other tiles nearby.
I think the idea has a lot of merit if some of the kinks are worked out and gameplay is a bit more streamlined to make it less likely to get softlocked.
I do think the theme could have been worked a bit more closely into the gameplay, but I definitely understand chasing that desire to work on an idea you've been kicking around for a while :D
Great job on the entry!
I really, really liked this game concept! As I mentioned on stream, I love the world building aspect! I really enjoy the way your buildings synergize with the surrounding terrain. Waaay more info needs to be communicated to the player, and some tweaks to the mechanics would be wonderful (currently there's just too much RNG). I hope you continue to develop this concept! I would love to return to it once again. Thanks for your submission!
This was an interesting experience. I'm not sure I really knew what I was doing, though. I read that my goal was to raise stability, but I really felt like I had no clue how to control that. I also only realized rather late into the game that some tiles (such as the farm house tile) needs to be placed in a spot with a lot of a certain type of tile around it, though that is in part due to me not reading the text in the game. I think there could have been more visual feedback as to what was going on with any particular action or how things interacted with each other.
Other than that, the only real issues I had were minor bugs. The mountain tiles had some problematic layering, with the mountains appearing behind other tiles quite often. I also had issues where trying to hover over something in the UI to get information about it would instead show information about the tile beneath it.
It's a very cool looking game, and way more involved than any game I've made in 72 hours, so I am very impressed by this.
Thanks for the feedback and glad you liked it! Agreed, the UI needs a lot more work put into it, I really wanted to actually have it show on the map what each building was doing (range of effect, which resources were coming from which tiles, but ran totally out of time :(
Grrrrr the layering, thanks unity tilemap! *shakes fist* (I am probably doing something wrong but no clue why they just flip sometimes...)
Very chill game, that was utterly frustrating! I loved it, spent way more time than I should have trying to get all the tiles!
My second playthrough I got softlocked, though, as due to bad RNG I wasn’t making food, so nothing was getting mined, so I couldn’t play any of my cards.
Still lots, of fun, well done!
Glad you liked it even if it's a bit of a mess! And yeah, the RNG/deck part needs a lot of help for sure, had trouble getting it playable at all and was afraid everyone would have trouble with that, sure enough... :D
I liked it, it was very relaxing and chill. Might be a bit too random with the tile generation though. In my first game I only got really expensive buildings, or empty lands, for multiple days. I finally got a basic house on day 20 or so. Other than that I enjoyed it!
nice little game to play in browser or otherwise, only issue i had was not being sure which tiles to add and a bit too much rng ;P (not getting the right tiles when needed )