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I really have a soft-spot for post-apocalyptic settlement builders. Maybe some nostalgic memories of old Flash games. In general I liked this one and I finished it on my second attempt.

Having a huge iframe full of empty space, plus some debug messages before the game actually starts, doesn't make a good first impression, but I understand this game is still in development. So that aside...

I do like that there's a clear end goal, which is something this type of game often doesn't have. I wish the story was fleshed out a bit more but that's not really that important for this kind of game.

I felt the game was overly harsh and overly luck-based, especially early on. The fixed and high lethality rate makes sending people out an extreme dice roll, and if you lose too many early on you end up in a very strong negative feedback loop where you can't get people to replace the people you've lost and can't get resources to support the people. Since what structure you can build is also randomized, it's pure luck whether you can build the building you need or are stuck with the choice of something useless or nothing when you need it the most.

I almost feel like structures shouldn't be randomized at all, but that would make things too easy. Maybe it can be modified to give you a limited amount of free rerolls, or a choice of a few cards of the day, or the random generation can be biased.

I didn't like having to assign all humans especially since the lethality rate is so high; I wish I could keep some in reserve. I'm not sure if that choice is actually one that makes sense, but I wish I was given that option.

Once you're over that initial difficulty hump, the game almost seems too easy. You hit a very strong positive feedback loop where you have a glut of resources that makes it really easy to collect more resources that gives you a massive amount of resources... I think I finished on Day 24 or so, with the settlement almost full of greenhouses and refineries.

I think some events could really break it up and add some challenge and variety to the game. The only one I ever saw was "slave market", despite the changelogs mentioning more. I'm also not sure if raiders are implemented at all; there are Mercenaries to counter them, but the raider mechanic isn't explained and I never encountered them. I could see that helping to control the positive feedback loop a bit; as you get more resources you also get more attention from the bad guys.

One minor typo: "sacrificed" is misspelled in the end screen.

One minor bug: Cultists spawned from a Shelter near the back of the build area never come to the front visually, though they do seem to collect resources just fine.

One minor complaint: The death sound is very loud, overly harsh, and feels out of place. I think a better one could be chosen.

The music fits the game well, and the graphical style seemed odd to me at first but I really grew to like it. All in all I think this could use some more tweaks for balance, and maybe a bit more content, but it's a great concept and fairly well executed in its current form.