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The concept is really cool, I really love the UI, it just feels nice to play the game !

There's just the Rng aspect I'm not sure about for the "strategy" part of the game. I think rng is something that must be designed carefully in game, because you want your player to have agency.  For example in a rogue like the player is faced with rng, but it's all about making the right choice at the right moment that will help you the most adapt the rng situation.
In this game the only thing you know about the rng is the shape of what's going to be deleted, but you don't know anything about what rng situation the game is going to put you through until the wheel spins. Which is not a bad thing per say, that just mean that the strategy of the game is to optimize your kingdom knowing you will lose some buildings every time. But I didn't make me feel like I had a lot of agency over what was going on, sometimes it's even frustrating when you build something that gets immediately destroyed just after. And sometimes it doesn't really matter at all because when you have your economy rolling you just replace the buildings you lost.

I think this game has great potentials, and city builder with a wheel gimmick is really fun and unique, I'm not just convinced yet by how the player is faced with rng event and what kind of tools the player have to adapt.

Other than that I really enjoyed the game, great job !

(+1)

Great feedback! yeah I think that the core game loop needs to be redesign to allow more strategic approaches. It's a good discussion to have, right now the game is completely random and the only strategy is to spread out the locations of the structures to avoid loosing them all at once. 

Maybe having items that for example tell which part of the terrain is safe or structures that protect an specific area could help making the player have agency of what's going on.