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(+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 .

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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!