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(1 edit)

The clan AI system definitely needs some tuning. The idea with the automated rules were to allow setting up trade routes. I have to make them clearer and more intuitive if I keep them.

My goal for the project was to see where the simple game mechanics "go" when put together, so I haven't yet figured out what could be good milestones. The one type of "milestone" I was experimenting with was to limit the exponential population growth with non-growing islands, but I can see how it doesn't really have a good explanation.

These are definitely things I'll address if I get back to this game.

No problem, I understand there is a lot of work behind this minimal game concept. By milestones, I meant something to give the players a sense of achievement/goal, like the 'cultural buildings' the other commenter mentioned.