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(+1)

This was a fun little puzzle to figure out, and the cute graphics + chill music give it some nice charm. I think it would be even better if you left the instructions on the title page, and made the game UI more thematic and less instructional ("Next Year" instead of "Press to Age" and removing the "Place Buildings There (Dark Area)" text.

I did notice one dominant strategy from "market inflation"

  • Market is super good, at +4 econ, +1 happiness and +2 crime it gives you a net benefit of +3
  • Tavern, Shop, and Warrior's Gym give you either +0 or +1 benefit, they change a stat by +2 or +3 in your favor, with a penalty of -2 on the other stats.
  • Prison gives you a benefit of +0, but it does adjust crime by -5 which is big.

The result seems to be that building a Market gives you a big net benefit, while the other buildings essentially trade between your 3 resources while sometimes giving you a benefit of +1. The Prison is mainly useful to let you place more markets faster instead of building 2-3 Warrior's Gyms.

I think as a result of the "points inflation" the events are very punishing (+- 5 to a stat!) to create a risk for the player, but it feels a bit too random to be fair. I would also guess, unless you get unlucky, it's possible to play indefinitely by keeping econ/happiness at 6+ and crime between 0-4 once you get enough econ/happiness points built up.

I think, what would be really interesting, is if  buildings affected your stats based on what was nearby. That way each decision is not just "how can I convert my stats" but also "how will this building's placement effect a later turn" which is also interesting and could add more depth.