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The "LOOP" mechanic was added in a bit of an awkward way, specifically building tiles around the island is unnecessarily complex especially if you are trying to do something specific.

I still appreciate the effort into integrating the theme but I think it was still done a bit poorly.

Also I have no clear objective, (am I going as far as possible? am I just chilling building a landscape? do I have something to complete?)...

The assets are lovely, but the gameplay is off.

I think there was a missed opportunity there, a hex game with loops could have been really unique and awesome at the same time.

Decent project, but please provide a web build for next time! It changes everything:

Thanks for the feedback, the 'hand' of terrains and the locked placement was on purpose to give the challenge of 'sorting your play order to create adjacency' as a game design challenge.

Aside from that, the objective is to complete the island and game design started with the concepts of 'no win conditions, no rush, no pressure'. The resource points are just an expression of your island growth.

what would you have preferred to make it 'really unique and awesome'

p.s. I cannot provide a web build, I use unreal engine

I really appreciate your comments btw, I want to turn this into a functional game but I struggle with game design

Right now I wouldn't know how to "fix" it with the current foundations, I'll think about this

Cheers yeah no worries, I got so far and thought the same, I was thinking I have the placement, the tiles, the buildings and the resources, that's a start, is want the little villagers, the outer islands to be unlocked with the resources you gained, and ideally some deck building core progression like replacing earlier tier buildings and tiles with upgraded versions and the 'chase' to unlock a fully upgraded set and build the fully upgraded deck and world where your toy civilization is thriving trading and 'complete' - my inspiration is games like tiny glade, dystopika, and dorfromantik where the game is about the joy of building something, influencing and watching it grow, whilst having some more deck building oriented choices along the journey. Balance the early decks to limit the amount of combo adjacency you can trigger, opening up the progression to enable you to eventually min/max your combo adjacency scores - even things like building a unique structure that offers landscaping to remove mountains and replace with a different tile to post edit the world - I wanted to avoid combat originally but maybe in a full game also add some concepts of little bandit camps and strongholds that popup in your deck that you have to get a military camp in proximity to, spawns little guys that auto run over and test x vs y combat strength until you have enough nearby military power to keep the little villagers and kingdoms safe - I'll have to experiment with it to find a satisfying cozy feeling simplistic intrinsic motivation as I don't want to impose extrinsic goals like 'get 10k points' ie tiny glade is just a game about enjoying the building - walking sims are games about enjoying the journey - I want this to be a toy you can chill out to

Definitely interesting, I only played dorf romantik out of all the games you mentioned (I even have the board game by the way).

Good luck implementing the mechanics you originally wanted, if you want to keep working on the project, that is!