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(4 edits) (+1)

I wrote this as I played, so it is mostly in the order I came across things, with a bit of editing after I finished.

Here are some things that I think would be nice to see added:

  • An option to rest until energy is full.
  • It would be nice to know what type of zone was going to be established before choosing to do so. My second zone was also residential, but I would have preferred to do one of the others next. I see that the zones you can unlock are limited, and more are added as you establish others, but when there are multiple options available, I'd like to know what each is and decide.
  • I'd like it if the rest of the game paused while choosing a building. As a new player I like to take time to learn what each can do, and why I might not be able to place them. With time passing I felt rushed to try to make a decision.

It would be nice if there was a bit more feedback on why you can't place certain buildings. Highlighting unmet requirements in red, or an effect like you have for money where the missing requirement flashes red, being applied to other requirements could help. I saw Required, but was not initially sure what what things like "EC" meant. I looked around and saw the Rating area had the same letters, so figured out this was likely what was needed. With the buttons being disabled/greyed out when you haven't built the prerequisite buildings, when they activated I was ready to place them, and it took a bit to see that I still had things left before I could do so. Even when knowing what the requirements were, it would be nice to draw the eye to the one(s) you are missing.

I used escape to pause while on the Choose Building screen, and when I unpaused it was not working properly. Hover and clicking reacted, but the info panel did not change when clicking a new option. The red X button also would not close it. The panel was showing something I could place, but clicking Apply resulted in setting a path to move to the road beneath it. It was as if everything had been set to ignore the mouse. Clicking on the tile, and choosing Establish again, fixed things.

Some of the music has an overly rather relaxed feel to it that doesn't quite fit with the feel of the game for me. I can see a bit of inspiration from Sim City, but at least one of the tracks just miss that bit more upbeat tone that would make them fit better. One of the tracks has that peppy feel that makes me think Sim City, but it was another that had me notice the music and think on it. Having multiple tracks is a good way to keep the music from feeling repetitive, it is just that the one really stood out to me as out of place. This is of course personal preference, so go with what works for you.

At the end of my first playthrough I felt like there was still a lot I did not know. I hadn't even been paying attention to the vote deadline as I was still trying to figure things out and was surprised when it popped up. That is likely in part to it being an early and short demo version. Part of it comes from that bit of feeling rushed to choose buildings due to the timer continuing. I restarted and played with a focus on clicking around to see what else I could interact with and taking more time to read things. Of course, with many things needing to be unlocked as you progress, this only offers a chance to learn the early stuff.

I think that the buttons for moving through the Goals could use with a bit more contrast. I was mainly focused on the game board and seeing what all I could do, and I totally missed that there was a second page of Goals. This was likely because it started with only a small number on one page and no buttons. I had not acknowledged when more were added later that pushed it beyond 1 page and added those buttons. I had only glanced at the goals to see which I still needed to do, and did not really look at it to see the extra arrows at the bottom.

I like that you have a tutorial. It offers a decent start, but there are certainly some areas that could use being mentioned. I'd add a line about the ratings at the top right and telling the player click on them to see more details. Perhaps a mention about the Stats and what they do, or telling the player to look at them and adding the same kind of click to learn more for them.

Your instructions mention double-clicking to move, but it seems like it is clicking once to select a spot to move to, and again to move there. Typically double-click means you have to click twice quickly, rather than the click to select and then click again after any delay to do something else. It would also be nice if a mention was made of Right-Click to cancel movement. I stumbled onto it when I was testing things, but there was a point where it would have been nice to know.

Overall, this is a pretty good start. The current version gives a good feel for the intent of game. The core systems work well for the early state. You have a good start for the tutorial and popups with extra details. I enjoyed playing and look forward to trying future versions.

We use Linux, so I appreciate that you offer a Linux build.

I played through to the end twice, winning both times. Here is a screenshot of my first playthrough game over screen. The second time was more about exploring things and I was more even on score when the last day started, but I had ~250 Rally Points, so at 08:00 I went to a block of houses that favored the opponent and rallied as many as I could to quickly gain the points to win. 


(+2)

Thank you for playing the game and the thorough feedback!

I will definitely fix the things that you find frustrating, especially with things being not obvious when they can be built or not based on the ratings. I just implemented the ratings currency (EC, EN, and such) this month thus the very uncommunicative UI. (sorry, this is just my excuse, haha). You're right, I will try to make things more obvious for the future builds.

On pausing the game during establish, thanks for mentioning this. I have tried to make the game not punishing even when the time moves when choosing buildings. But I will keep this in mind on how to proceed next.

Interesting that you pointed out about the background music. I was thinking of mixing a different vibe every now then, thus there are some preppy music and mellow ones XD. 

Even with the game in a very buggy state, I really appreciate the time you took to play and leave a very thorough feedback.
I really wish moving on forward, there is a monthly jam like this for us to play each others' games and post a feedback to improve both our games!

(+1)

I totally understand the early state of things overall, and that the newest features have the longest internal to-do list. No need for excuses. Though hearing your thoughts and intentions does help give perspective for future playthroughs. When I do jam game reviews I try to look at it from the perspective of both player and game dev, so will point out things that as just a player I might ignore. It always helps when I'm enjoying the game I'm playing, rather than just doing a review out of a feeling of obligation to the jam we are participating in.

The pausing while building is something that I think matters more for people just starting out, and will be less important for those who have played enough to really know the core game. I think it would make a good optional setting at some point. Veteran players can turn the pausing off to give a bit more challenge and intended gameplay, while new players can get the extra time to explore all the options.

For the music, it may just have been my personal preferences and dislike of the track that made it stand out. I like when the music matches the feel of the game. If things in the game change, then having the tone of the music change feels good. The gameplay didn't really have a feel of changing. You could say that as you get closer to the deadline there might be a bit more intensity if you are far from the goal, so having the music switch to a more intense track would work. I do like the idea of multiple tracks to keep things from getting stale and feeling too repetitive. You don't have changing areas to switch tracks for, so having the music loop through multiple is good. I don't want to push you too deep into feature creep here, so take these ideas with a huge grain of salt. One option could be to add a "radio" into the game that allows players to change the station to fit their mood. I've seen this in some city-builders and it is a great way to let players personalize the game. Of course, that feels more like a polish feature, than something for early dev. Another thought goes back to my above comment about intensity increasing as you near the deadline. This could be done by changing the selection of music, perhaps each day.  There are also some music packs that include the same track at different intensities, allowing you to simply swap between them as the intensity of the game changes. We often use music from Ovani Sound, which offers every music track at 3 intensities. They have a Godot plugin to handle some of the swapping, but it did not work for our web export when we tried it, so we just made our own. I don't recall seeing mention of what music you are using and if it paid or free. These are paid, but they often have bundles on Humble Bundle with a pretty good selection, if you are interested. Again, I am not trying to push you in any specific direction, but do want to offer options we are familiar with.


We intend to host these feedback jams monthly, unless something significant happens to prevent it. We currently are planning to add the next months jam toward the end of the previous month, as we make changes based on how the previous one is going. This is only our second time hosting a jam, and last month's did not have good participation. This month is going much better. We are very grateful that you have already gone through to play and comment on so many games! We look forward to continuing to play your game as it grows and working together to help each other. Hopefully, over time we will be able to build a larger community of like-minded devs helping each other out! March's jam is now up. You can use the following link at any time to see all of our jams to find the latest one: https://itch.io/jams/hosted-by-dragonsisle .

(1 edit) (+1)

On your opinion about the music, increasing intensity/tempo as the deadline is getting closer is a nice idea. I am putting that into my list. And yes, I agree these are all polish features and I intend to leave the music player at the current state for a while. There are more pressing issues to be addressed and core features to be implemented. The music I am using are all free under the creative common license, I should have that mentioned somewhere in the game page. Thanks for pointing it out. I will probably look into paid options some time further deep in the development, will definitely check out your suggestions.

I have just entered March's jam!
Looking forward to more development and playing everybody's games!