That was really fun! It's a nice mix of puzzle and real-time strategy. The art is quite readable, and the soundtrack is appropriately portentous.
The text seems to be a different resolution.
Great work!
Criteria | Rank | Score* | Raw Score |
Interpretation of the Secondary Theme | #63 | 4.105 | 4.105 |
Gameplay | #84 | 3.579 | 3.579 |
Overall | #119 | 3.579 | 3.579 |
Gameboy Soul | #156 | 3.632 | 3.632 |
Graphics | #162 | 3.526 | 3.526 |
Soundtrack/SFX | #190 | 3.053 | 3.053 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game match the theme?
In this game you are colonising an alien planet in space. You have to terraform the land to make space for the growing population and industries to survive. You win by taking control of the whole space available to you.
That was really fun! It's a nice mix of puzzle and real-time strategy. The art is quite readable, and the soundtrack is appropriately portentous.
The text seems to be a different resolution.
Great work!
I liked it a lot, the only issue I had was that every building gave me an X until I died lol. Am I supposed to power those bad boys somehow? Oops, I just saw the pictures now xD, cool game though :)
Pretty interesting game all around. I don't think I've played a game quite like it. I enjoyed it even though I was very bad at it.
Really appreciated the tutorial screen!
However, everytime I got a game over I really thought I was doing good?! It just came out of nowhere, so a little info on why it happened would be much appreciated!
And yes, add that elbow-pipe plz ;)
Other than that, the game was very enjoyable! The art and music jibe perfectly, and the gameplay was engaging. Great work!
I really liked the idea, but it lacked a tutorial or a teaching stage about the game mechanics. I had to lose a few times to understand what I did wrong.
I think it could also improve a bit on how resources are displayed, to understand what is a priority and where the problem might be occurring.
Nevertheless, it was quite fun.
Fun game loop! It's very satisfying to get a sprawl going. The music and graphics strike a nice balance between 'chill' and 'hurry up'.
Amazing game. There are a few issues with the teach(took me 3 or 4 games to understand what I'm doing) and some UI problems (would be nice to get a warning if you're about to lose, it's not clear what the buildings are just by looking at them) - but really that's just nit-picking. Really fun stuff. Music is great too!
They were quite distinct - it was easy to tell them apart, just hard to figure out which is which. "Fan" building was the only obvious one for me. I think if the game just showed name of the building when hovering over it, I would quickly learn about the buildings (I think I just wasn't paying attention to the look of a building immediately after placing it).
This was really good! Took me a minute to figure out how it worked but once I did I was hooked. I'm sure there's possible gameplay reasons for it but a corner pipe and some places you couldn't build on might add a bit further depth.
A delightful little management sim! Cute graphics, with fun animations that communicate whether a building is powered. At first I was intimidated by all the different buildings, but in practice, it's very intuitive.
This was *very* fun to play--congratulations on a really solid game.
That said, I came up against a couple of issues. The main one is that defeat always took me by surprise. The game should have some warnings when a resource is falling to critical levels. Another issue is that there is no way of confirming what a building is once placed. It would be helpful if a tooltip at the bottom of the screen would let me know whether I'm looking at an air filter or a terraformer, for example. Lastly, elbow pipes were sorely missed. :)
All valid points! As Aureolin mentioned, not having elbow pipes was a deliberate decision, because it would just complicate the code more than was necessary, which would make the game more bug prone. They definitely would've been useful, and I feel the game is worse off for not including them, but time constraints being what they are, this was the choice we (mostly I) made :)
I didn't even think of tooltips for buildings, I guess I was just so used to what they were I didn't think this could be a problem, but that's also valid.
Some sort of warning would've been nice, and I vaguely recall talking about it at some point, but I think we both just forgot all about it while tackling other issues :D
Simple, yet super fun!
I'm gonna sink atleast half a hour in this :)
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