Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Hmm, interesting concept, but I think it needs more work to work- two block types and no gimmicks is too little. IMO:

  • Have point targets like Balatro instead of points being converted to $
  • When you can't continue, get a big penalty instead of an instant loss. This way the N of blocks you need to build is the limit to your ability to generate points, rather than the (easily-met) target it is now
  • Make the compatibility symbols tiered- e.g. giving a bonus to the next block of a given type placed, rather than merely compatible/incompatible. 
  • Add other mechanics like "can continue combo from green to gray", or "doesn't count towards height if between blocks of the same color", etc. Could be good to have ones that last longer than directly the next block, like "green blocks below are worth 1.5X, can't place green blocks above anymore", or "all identical blocks placed from now have +1X mult", or "absorb the block below into itself and gain its point value"
  • Show block values when buying.
  • IMO a deckbuilding kinda mechanic would work better than just buying more and more blocks into the bag.

Thank you for a detailed review! We had in mind various concepts of how to expand the game, make new blocks, add bonuses etc. However, we considered focusing on polishing the very little what we had.
I still incubate ideas of additional content, the basis of the game encourages your imagination, provokes to think widely. But for a week gamejam it can be just fine.
I personally am fond of idea of Builtown being more of a deckbuilding roguelike with strict values and multiple ways to enforce your city. We'll see if that happens in the future