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(2 edits)

So the issue with the population is that it doesnt seem to matter how many buildings i complete my population doesnt seem to exceed 3. If there is a way to increase the population it isnt immediately obvious. And none of the building descriptions directly say wether or not it increases population. That and i think it would be nice to have a number display over the farms and stuff so i know exactly how much that tile made. Just some Quality of Life changes that i think would make the game alot easier to understand.

In terms of content i like the somewhat roguelike aspect to it. I think that aspect of the game adds some weight to my decisions. If you had more benefits to where i put buildings then it would definitely make me think twice before placing buildings. Like maybe the windmill could increase the efficiency of farms for example. Or maybe you could add a lumber mill to increase wood output or a mine for stone output. As of right now it doesnt seem to matter where i put my buildings and because of that it makes my actions feel... bland i guess.

But i like the idea of a Roguelike, City & settlement, tlie placement, strategy game. Not very many games that can pull that off well. Like i said, the game has alot of potential. That and for what it is i think its a solid game.

Thanks for the response, some good info on what to look at for the next iteration.

There is a building to increase max pop, its just the house; the tile info page can be scrolled down with the arrow keys and a lot of the later game buildings are there, I should have made it clearer that you could scroll there.

Windmills do in a way make fields more efficient as they work all adjacent fields with enough fields surrounding it becomes more efficient to put one worker in the windmill than the multiple workers in multiple fields. There is a sawmill that completely chops down a the highest level forest adjacent, which is more efficient than assigning worker to the forest individually, and there is a mine that increases the odds of getting iron from adjacent quarries but it doesn't affect stone output. I should have made all this info easier to find.

Thanks for seeing the potential, I've had the concept for this game for a while and I think this is a pretty decent first step and I will be working on this more without the one month constraint.