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(+1)

I really enjoyed the emergent narrative here! I agree with others that it was a bit easy -- gathering a huge amount of resources and more personnel than could fit on any boat known to history was pretty straight forward -- but I was compelled to find that lost city, so I took my floating nation-state to every corner of the map until I found it. I found the movement a bit jarring, how it inched forward on press, then zoomed across the waters -- I had to backtrack quite often after jetting past landmarks. However, it doesn't seem that time was a resource worth worrying about.

Would like to say that our game also had to make sacrifices to complexity and challenge in the interest of releasing something that works, so I understand completely! Just putting it out there for future iterations.

(+1)

Thank you, I'm glad you enjoyed the game. The movement could use a bit more love, one thing I planned but never had the time to implement as a point-and-click navigation, but I still want to do it because I want to practive pathfinding. The keyboard movement should use some more love as well, although I'm not sure how to adjust that, maybe by introducing some limit to the input processing function.

Unfortunately I did not have the time to thouroughly playtest and balance the resource economy, so you can absolutely go overboard without any downsides, but I already got some useful feedback and have some plans to improve it after the jam. Time matters in a way, because you only have 365 days to find the Lost City, but it's generous for sure, especially if you get luck with the map.

Thank you for playing it and the detailed feedback!