web version is buggy and oddly balanced:
opening chest causes non-stop confetti.
The game is basically over if you have a day without producing food. (which is totally likely given that you don't start with food producing buildings)
Hey, thanks for taking the time to try the demo and share your thoughts, I understand the frustration with that first impression.
You’re right that the early economy wasn’t in a good place in that version. I’ve since updated the demo to improve the starting deck and early balance, so players can actually build up resources and make meaningful choices from the first turns instead of getting stuck.
This is still an early demo and I had to release it quite quickly to take part in upcoming events, so it didn’t receive enough playtesting beforehand, that’s on me. I’m now focusing on iterating and improving the experience based on feedback like yours.
If you’re open to it, I’d really appreciate it if you gave the updated version another try and let me know if it feels better now or if there are still issues. Thanks again for the honest feedback.
Hey, thanks a lot for trying the demo and for the detailed feedback, I really appreciate you pointing these issues out.
You’re absolutely right on both points. The confetti bug is a known issue on the web version and has now been fixed. I’ve also reworked the early-game balance so that runs don’t immediately collapse if you miss food production in the first days. The starting setup now gives players more room to stabilize and understand the systems.
This demo was released quite quickly to make it in time for upcoming events, so it didn’t get as much playtesting as it should have, but I’m actively improving it based on feedback like yours.
If you feel like giving it another try, I’d love to hear if the experience feels smoother now or if something still feels off. Thanks again for helping improve the game 🙏