Play game
Fault City's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #35 | 3.496 | 3.667 |
| Gameboy Soul | #43 | 3.877 | 4.067 |
| Soundtrack/SFX | #85 | 2.988 | 3.133 |
| Overall | #90 | 3.093 | 3.244 |
| Secondary Theme Interpretation | #96 | 2.797 | 2.933 |
| Quirkiness | #121 | 2.670 | 2.800 |
| Graphics | #128 | 2.733 | 2.867 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game meet GBJam's theme?
In this game, you build a city as it's being destroyed at random. Sometimes you get unlucky and a pivotal building is hit.
Leave a comment
Log in with itch.io to leave a comment.





Comments
Cool concept. I filled the grid and had about $235 left to spend at the end. With more balancing and clearer win/fail conditions for each run I think that this could be a really addicting game. Thanks for making and sharing it!
That was fun! The concept is an interesting spin on the theme, and the music has a grand bittersweetness to it.
I'm assuming the ability to build houses on top of themselves, gaining infinite population, as well as the ability to build income districts on top of houses, which only causes -1 population instead of -2 population, are both glitches.
I don't know if I understand the balancing. Since income seems to be locked to one instance per tile, the optimal way to play after the very early game is to simply ignore the residential-commercial synergy and build interlocking crosses of pure commercial-industrial complex, which produce $8 per five tiles, more than enough money to reconfigure the city as needed in the end-game. I'm not sure if this is intentional.

That's my run without using exploits. Below is what my run looked like while exploiting infinite population.

All-in-all, good work!
Balancing these kinds of games will always be a long time endeavor, something you can't really do in a week. Same with bugs, they tend to crop up after a week.
I do think there's some balance in that you need population to support the non-residential areas, but perhaps it's not quite enough.
Cool game! I like the Gameboy visuals and music a lot. I struggled a bit at first to understand how to get yenes, but once I figured it out I was able to build a big city. The only thing I didn’t quite understand is whether there’s actually a way to beat the game.
A little building game for the Game Boy, fitting the theme of the jam — I didn’t expect that, but I think the game is extremely good. Well done!!!
It also fits the theme of the other jam, which was just serendipity.
Thanks for playing.
This is a really solid start for something that could be expanded out to something much grander. Pretty awesome. Would be interesting to have level setups where you have to get to X population or gain Y money in so many turns. Well done and the game boy aesthetic was spot on.
Thanks for playing.
This is probably too big for just the GameBoy aesthetic, but challenges could be a nice idea.
This is a nice little building game. Kind of snowballs out after a bit which is good. The menuing is pretty slick too. Overall the game isn't too dynamic or score attack heavy. I feel like having more interesting disasters might be nice. Some features that would help would be the amount of income when ending the round & the number of turns you've survived & lifetime money made when you lose. It also wasn't clear to me that you could swap buildings via the B button until after I went back to check. It is cute though.
The B button thing isn't mentioned because that's a bug, I'll have to do a few little polishes on that. Maybe turn it into a feature.
I was thinking of adding some indication on money gained, I don't know if the GB space is the best place for it, maybe if it upgraded a bit, but the other numbers should be doable.
The B button should be a feature as it would allow players to extend their runs. Otherwise players would be finished the moment they fill the board really. Though I don't fully know the purpose of extending a run without a way to score it since really a player could just end turn without anything on the board and get the longest run. The only real indication for score right now is money I suppose.
You can probably indicate the turns income when the player hovers over the 'end' turn button in the text box maybe.
The B thing will be implemented for sure, and it'll be integrated into A as well. B is really just meant as a shortcut to end the round.
Money is the score tally of life these days, so I reckon it'll work well enough here, though there'll be a turn counter and max money tracker.
What I'm thinking for the income thing is show an icon over things that will give money. The text box is rather small, but I'll scout for options.
I’ve never played a city builder on Game Boy before, now I can proudly say I (nearly) have! You really nailed the authentic Game Boy feeling. What I especially appreciate are the self-explanatory mechanics: easy to learn, hard to master. That’s good game design. Props!
Thank you so much!
Didn't think it was as easy to make as it was, too.
I like playing city builder games, and this is a nice one
:DPlayed a few times, and this was my best run
Poor citizens losing homes due to the unfortunate circumstances ahaha
That's wonderful to hear, thank you so much.
Those poor people indeed, but such is the nature of the jam. Very good run.
Ok, it was interesting but felt flat pretty fast, I felt myself repeating the same strategy and 0 control over the tile destruction. Also the ui was too much text and maybe having more separated what each thing add/consume would have been nice. I like this kind of games though, with a litter more depth would have been playing for more time for sure.
Thank you for playing
I suppose with only just the three buildings and the unlucky theme, things are bound to be a bit bare. I was thinking of adding removing destroyed spaces, but that's definitely not the right call.
I'll think about streamlining the text, it feels pretty condensed already.
Cute little city builder game! I do like the concept of just stuff disappearing over time. The gameplay loop felt a little simple but otherwise enjoyed your little city builder concept!
Yea, the grid is huge and the options small. I find it allows for experimentation a bit, but I know some extra layer(s) would help a lot.