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Had a few playtests yesterday, and after reflection I’m going back at it.

Scoring is based on synergy of an element with two of the other elements, and at this point scores run rather high and there’s a lot of mathematics involved. I hope to dial this back today with a few adjustments, related to another scoring aspect of the game.

There are certain “perks” or bonuses a player can collect once they’ve reached a certain quantity of elements of the different types. I’m in the midst of developing a “tech tree” that the player can use to individualize their game, and compete with the other players. Right now this is separated based on the elements - as in, there are six separate skill/tech trees the player can develop - but that seems a bit fiddly and I think I need to develop a single tech tree with broad branching.

Coming up with a separate, but thematically-linked, tech tree for each different Element was frustrating and time-consuming, and still isn’t done. I think a single tech tree can be just as impactful, easier for players to understand, and easier for me to develop.

This tech tree is an essential component of the game. It will allow for a sense of progression and “gaining powers” over time. It also incentivizes players to pursue several different elements instead of focusing on a smaller number: it’s easier to gather more tech tree points by going after all the elements.

If anyone is curious here are the elements, and the other elements with which they synergize:

  • Water (Animals + Plantlife)
  • Minerals (Technology + Plantlife)
  • Plantlife (Water + Animals)
  • Technology (Animals + Minerals)
  • Animals (Water + Plantlife)
  • Culture (Animals + Total Bonuses Earned)