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(1 edit) (+1)

Hey there! I played the game for an hour and wrote up a small report with some feedback.

Feel free to reach out to me if you want further testing!

Feedback:

- Nice art style. It's very unique! Which program did you use? Inkscape?

- The UI / UX is very easy to pick up and understand with little tutorial

- I was expecting the amount of land to build on to grow.

- Sometimes when levelling up buildings there is no perceived effect. (No stats update)

- After I purchase all the research is there anything else I can do? or is it tied to the mother level? I got to mother level 11 and nothing else happened.

- This is very solid for a game jam entry! curious what is going to come for this in the future!

Bugs:

- I honestly don't have many bugs to point out! I've done QA for some big projects and this game has no giant issues that I see within the hour of playing.

- The text is a bit small when describing the houses, mother, and the resources 

- If you delete all your population housing, then feed all your villagers. You still gain stats like food, faith research, with no one in the city.

Suggestions:

- Could add some subtle ambient effects when hovering or selecting houses to upgrade (i.e. an Altar might have some subtle chanting, a bar (if one existed, could have a bunch of people talking with beers clinking)

- Throwing it out there! ... Earlier I thought I was able to place the kitchen garden on the farm house because I ran out of space quite early (this was before I knew I should delete buildings). Then I thought it might be neat to add deco items (signs, lamps, chimneys, etc.) on to the house to show it's been upgraded. (Think space engineer vehicle creation). 

- Could be nicer to the player to also get a bit more money back when destroying upgraded building, maybe 25% or so.

- Could use bigger denominations of feeding as levels get higher. i.e. when you are level 9. Feeding 1 is not optimal haha. (Maybe percentage of current total population?)

- Some ideas for progression. 

--> You could use the feeding to increase land size upto a point

--> Could add a vector to make scaling population harder. Pollution. And you buy things to combat pollution.

--> Maybe for building upgrades, you can do something substantial every X upgrades, also perhaps each building might provide something unique. As I see some buildings are just inherently better it might devolve the town into being only using the highest tier of buildings -- making all towns look the same in end game.

--> Could do with some decoration for those who enjoy it to make their towns look unique.

--> Tie more upgrades to mother level. Maybe each mother level will incrementally increase a stat (i.e. villagers inherently give +0.1 faith). It can be very miniscule, then at certain points, it can be housing, more research opportunities. etc..

- For production buildings. maybe it'd be good to group them by production type (from my current knowledge Farm is a clear upgrade to kitchen garden, but is 2 buildings apart from each other)

- When you level up buildings. Might be cool to see what the level up might entail (i.e. showing +2 on bonus generation)

(+1)

Hi Ichit, I can't thank you enough for the detailed review. At the end of the jam voting phase (next Sunday), I will publish a post/release version with improvements and fixes, and I will definitely consider your feedback.

I saw on your profile that you work with testing (correct me if I'm wrong). If I go ahead with publishing this project, I will consider contacting you.

Again, thank you for taking your time

Yep I do freelance testing! Thanks for the consideration and good luck!