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)