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Hey great game! Major throwback to city builders like Zeus: Master of Olympus. Here are some suggestions I thought of during my two playthroughs.

I wish that you could disable certain items being accepted at drop points - this would greatly improve the ease of organizing your supply chain. (i.e. log shed would have an option to only accept logs so planks must go elsewhere) Actually, implementing a way to easily transport goods between drop sites would be very nice, too. If not a player-controlled human, perhaps a slow pack animal that runs resources around (benefits from roads)? To fit with the game, it could be something like selecting point A, point B, and the resource to move (and it would keep moving it until there is nothing to move or the destination is full). A player would use this to funnel resources from the edges of the map to their town center.

Since microing your peeps to fight off skeletons disrupts most of your villager's activities, an option to see a summary of the number of workers on each job would be extremely useful! (ex. 3 bakers, 4 farmers etc.)

Game crashed before I could build the pantry (not sure if it is a dropsite), but please consider implementing another (less resource intensive) food dropsite!

Probably the toughest to implement, but any plan on somehow incentivizing vilager pathing to use nearby roads? It's kind of tough to watch villagers path just off of your expensive brick road. I'd rather have them take the road than the slightly shorter absolute distance between points.

Not expecting any or all of these to be implemented, but I think the game could benefit! Great work! Had an afternoon of fun for sure.

Hi, thanks for the suggestions! Moving resources between storages is definitely something I thought about, but never implemented (also for the sake of simplicity). One thing you can do, is build a   "drop-off" log shed next to a sawmill,  where the sawer will the deposit their planks simply because it's the closest one.  The jobs list is a very good idea! Will see if I can implement this.

Sorry the game crashed for you - if you have the crash log, or could tell me what exactly happened, I'd love to see it so I can try to fix the game.

Villagers do prefer walking on roads, but only in order to take the fastest route.  The cost for a road-tile in the pahtfinding is about 0.75 that of a normal one. The more they prefer them, the slower the pathfinding gets, however.