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(+1)

I do actually provide that- try clicking the help button! I wanted to make it so clicking on buildings in the queue would remind you of the synergies but I didn't have time.  The "strategic arson" mechanic was also me trying to give players more agency.

I love the idea of unlockable buildings! That would be a great reward for higher scores. This definitely isn't a true city sim, i had to scrap a lot of ideas about events happening and little people walking around. It's honestly more a puzzle game with city flavor.

(+1)

Ah, my mistake on the reference table then. My attention must have been too focussed on the play space. And yes, the strategic arson was an interesting design touch for sure. An undo button per se, but I didn’t get much use out of it since I hadn’t mastered the synergies anyway. Knowing that I can reference the table at any time changes that somewhat, though.

I can see how it is moving in more of a puzzle-y direction as you said. It seemed to be partly what you were experimenting with, but the time constraints probably limited how many puzzle-y features and mechanics you could layer on top of the base form if I had to guess. It would have been interesting if there were more “edit” tools at the player’s disposal in addition to strategic arson if going further in the puzzle direction. Perhaps game-y things that ignore real-world logic somewhat like swapping buildings or randomized building transformation, each with limited charges like with strategic arson.

P.S. Sorry for the delayed edit on the previous post. Had a phone call come in.

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Yeah, those are all really good suggestions. If I were to ever continue development of this I'd implement ways of changing / moving around buildings. Again thank you so much for your attention / suggestions / critique!