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(+1)

This is an interesting concept, and using the shapes as a way to control the size of each type of building adds an additional layer of strategy - eg, I saw cases where I could get proportionally more wood depending on the size of the shape.

I would have benefited from some more detailed instructions on how to play, and what my end game was - eg, I had a few goes and built up some understanding of the building types, but I couldn't work out whether there was a way to build synergies between buildings, or how to get the mine to score. That said, the numbers at the bottom left were a very helpful guide.

Well done, and good luck if you plan to continue to develop this post jam :)

(+1)

Yeah i realized it is hard to see on some screens, but as a last minute upload i added the shortest “introduction” to the game in the background of the menu with a screenshot and some descriptions.

No buildings do not have cross synergies. If at all they have anti synergies, as both foresters and hunters work better when placed on forest (dark green). And you have to figure out which is more important.

Each building requires a certain type of terrain and only its parts where it is on that terrain produce yields.

  • Forester => Forest (Dark Green)
  • Hunter => Gras (Light Green) or Forest (2x yield)
  • Farm => Gras
  • Hut => Any
  • Mine => Mountain (Gray)

The farm has additional benefits if it includes some water.