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Such a wonderful game from both aesthetic and mechanical perspective. I mean, it looks gorgeous (and it did already in Ludum Dare form) and the main idea is very clever and allows for subtly different approaches. I don't know whether the game naturally tends towards more extensive freeform levels or more focused puzzles with precise solutions, but it certainly feels like you might have something special in your hands.

There are 2 additions I'd like to see in the game: an undo button and more predictability for knowing which tiles will be sucked into the vortex in which order.

The need for an undo action was more obvious in the puzzle levels. It can become clear that the path you've chosen won't allow you to pick enough resources but the other route you were pondering 4 moves ago just might. Unfortunately the only way to return to that state is restarting the whole level.

The vortex tile issue would be partially resolved by an undo action. Planning a route in puzzle levels is a blind process since you have no knowledge beforehand which tiles will be sucked into the vortex a few turns from now. One route you take might result in loss of a wagon while the other might not. Again, the only solution is a restart.

I understand that changing the game this way would nudge it towards embracing the full-information puzzle part of its nature and you might be philosophically opposed to that. And besides, a world-ending cataclysm is supposed to be chaotic! The decision to take a detour to forage some berries should not be taken lightly when the world is disintegrating around you! Maybe there's a decent permadeath roguelite mechanic lurking there somewhere. A (pseudo?-)procedurally generated terrain with random disintegration pattern in a continuous campaign with caravan wagons persisting in some form from one world to another.

Thank you so much for the extensive feedback! Oh yes, undo for puzzle levels, that's absolutely right. For the normal mode, i'd probably exclude it, or let that be a magus spell so it can't be abused to discover and undo. With the puzzles, i'm thinking more into the direction of setting them up as a separate side challenge, and to have the core game be the freeform levels. Both works, but i feel freeform is where Karawans heart lies. Puzzles were mostly a side effect :D

Better predictability - agreed, a very good idea. I also like to enable stuff like that behind upgrades. So maybe it's a permanent upgrade you get for reaching a unique point of interest, like an abandoned tower, on your trekk across the worlds. A bit of unpredictability in the early stages might still be nice, so you can't fully calculate the risks, but might need to adapt.

I always thought of it as a campaign across worlds (just didn't manage to make another freeform world or meaningfully connect the worlds in the game jam (btw, we didn't touch art, music or sound after the jam). So your roguelite idea sounds great, definitely something to try and test. I'm not sure if i could ever bring the procedural generation to a fun level. It would be great, and i think the mechanics are a great fit for that. We'll see, right now we got all hands busy with developing Dome, from LD48 :)