Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

I really liked the waypoints and that they showed how many steps you had left. It was fun planning my movements and trying to optimize the best path. I also really liked that the buses took me through the whole route I had planned. It made the buses feel even better than they had in the past.

My first play through, I won on my second Campaign Day (counting the first tutorial one), which is the fastest I've won. I didn't establish all the utility posts at that point. I wasn't trying to win quickly, I was just playing the way I had in the past.

On my first playthrough, I tried to have an fairly even amount of the different zones. I had been planning to try to get as many of my ratings to higher than poor, though won quickly enough that I didn't succeed. I played a few more times to try to not win as quickly to try to see more of the gameplay.

When you click on Logistics, the text does not all fit in the space, so the last line is cut off.

I won my first game, returned to main menu, and started a new game. On the second playthrough, I did the tutorial again. I ran out of energy before 20:00, but it was close enough that I waited till the time. The notification to sleep never came up, and when I went to my room at 21:02, the sleep option was greyed out. I could rest to regain energy, but not sleep. I manually rested until 8:00, where I got the notification that it was Campaign Day, but was not asked if I wanted to do the Campaign Day tutorial. The other thing that stood out was the house I built as part of the tutorial didn't have a family move in during the first day like they did on my first playthrough. At the end of the day, sleep was still greyed out, and I was not able to sleep for the rest of the game. I played a third time, this time without doing the tutorial, and I still couldn't sleep. Closing the game and reopening it reset things so I could sleep on my first play through, but any additional plays had sleep option greyed out.

Rating could still use a bit more clarity. It would be nice to have a better idea of how much the different buildings improved the ratings, or if they all give the same bonus. It also seemed like some things were affected by the population, but it wasn't fully clear which ones were or not. I wasn't sure if the ratings went up only when I built a new building that improved a certain thing, or if they improved over time. On one playthrough, I had buildings on every available space, with at least one building of each type, and couldn't get all my ratings up above poor. My Entertainment remained at Poor through most of the game, even when I was actively building things to improve it, and my Logistics seemed to increase and decrease based on the population. It felt a little disappointing to have every space filled, while working to get everything up to adequate for the goals, and still being unable to get them all.

There were different colored tokens, though it wasn't clear if the colors matter. It would be nice if it was clearer if the tokens affected more than just fame and if the colors were part of that.

Adding more random events, like the robber, could help make the community feel more lived it. Things like if you have a club, a random musician can come and play (maybe giving an Entertainment boost), or if you have a university, a specialist can come to give a lecture (maybe giving an Education boost). I think the robber is a nice touch and encourages building a police station, and adding more things of that nature would add to your game.

(+1)

Thank you for reporting the bug on repeat playthrough tutorial. It's a part that I totally missed in my testing and will fix in the next build.

Ratings system has been a very abstract at this point because I thought players wouldn't bother with the details and just build stuff players like. But since you mention it, perhaps it would be better if the ratings system is a little bit more transparent. I will see what I can do for it.

The color of the tokens doesn't have any gameplay value for this build. I was planning to put a bonus system such as getting more fame/money if the player can collect all six colors, or token of the same color are picked consecutively. It's still a work-in-progress, and will be ready to be experimented in near future builds.

Thanks for the suggestion for the random events. Those are the features that I was excited to put in at the beginning of this year, that's why there is the random robber and police car patrolling around. But I didn't get to expand on those since I thought the main gameplay loop was still weak (which I hope has been getting better by now by implementing campaign day and encouragement on movement...). I really appreciate that you mentioning the random events,  as these are the things that I initially envisioned when first developing the game!

Again, thank you for your detailed constructive feedback!