Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Very fun game, likely spent too much time playing it.

One quick note: I think it's a bit too easy to go infinite.  With radiant refuge, I can pretty consistently do it on the fourth month, but I have got it turn 3.  By searching in south America, it's reasonably easy to find the cards you need:

2 birds,  for resources without taking actions (penguin, macaw)

multiples of either tamarin, each of which draws extra cards without costing actions.  Eventually you can draw you deck and just loop with monkeys.

llama, which gives 2 actions

black legged poison dart frog, which allows you to pull all other cards from your deck

Spectacled bear, which gives you more ecology

With 2 birds and 2 tamarins, you have infinite money, happiness and science.  With Llama and bear, you also have actions and ecology.  Using that you can fish in Africa for gorilla, which gives you infinite guests (while scoring them so as to not overload your deck), bypassing tickets entirely.  One of the Camels from Eurasia lets you refresh the shop until you find whatever other staff/facilities you want.  In this way, you can complete any objectives instantly.  Frog and social media team stripes everything else to keep you functional.  Beaver lets you draw your deck every turn, donkey keeps you form having to reset them every two turns.

Because all the core cards for the loop are in South America, you can fish in that one zone with your first 6-8 science and usually get enough to start the loop.  Once you have it going, resources become irrelevant.  Eurasia and Australia have other birds that can complete the loop (and Australia has a llama alternative), but if you split up the card draw cards and gave them to an animal in Africa or North America, I think it would be much harder to pull off the loop.

That's a good point - thanks for the feedback! Going infinite really wasn't intended, and that does seem way too easy particularly in the earlier scenarios. I thought I had a cheeky little block for this that prevented you from shuffling your discard back into your deck twice during a turn, but apparently I never implemented it.

I just updated the game so that cards you play for an action only go into the discard pile once you're out of actions. I weighed some other options, but this seems like the cleanest. You can still engineer your deck to have some explosive turns, but I think the decisions to do that are more interesting.