Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

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