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anaseto

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A member registered 98 days ago · View creator page →

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Glad you liked the game and that you won :-)

I consider the base game kind of finished (other than fixes and minor improvements), but new mods will probably provide more content (at some point in the future depending on inspiration!). The Corrupted Dungeon and Advanced Spirits expansion mods (selectable in the mod settings menu accessible at the start with TAB) already extend the game quite a bit.

Simple but nice little game! The core mechanic is good, but I think it could get more depth and replayability with some extra features (like maybe some simple terrain interactions, visible traps or special effects affecting how the player or package move, or maybe some terrains blocking field of view so that you don't always see the whole map). I'd say there's room for interesting design around the core idea. Anyway, had some fun, so thanks for making this :-)

Quite polished, I did not encounter any bugs. First time playing a turn-based city-builder and I won on the first try in the default difficulty, playing mostly by instinct, so maybe kind of easy actually but, at the same time, there was a week where I almost didn't make it, because I chose before the last reward (with extra attack) and failed a quest.

I didn't use iron at all (seems like cavalry is enough to win) and only used the shop a few times (skipped buying on most weeks, and some options seemed not really worth the money, though maybe I misunderstood the effects). At some point if the first weeks, my peasants were much stronger than my warriors and archers, which was nice. Didn't need that much storage capacity (something in the 300s, I think). In the last weeks, it felt a bit disappointing when a reward was of the kind that is mostly useful in the long-term (so kind of useless on the last week). Also, the numbers become so big that it's a bit difficult to get a feel for them: on some weeks, it felt like I just happened to win due to mostly following a reasonable strategy, but I couldn't tell at the start of a week if it'd actually be doable or not.

Another thing I noticed is that due to how the resources are chained from a dependency point of view, there's mostly only one way of progressing in the long term: there's some choice of specializing in peasants or warriors in the first weeks or depending on quests, and maybe almost skipping some units (didn't make many spearmen, for example), but overall you have to mostly follow a predictable progression. But maybe that's always the case with turn-based city-builders, dunno (as I said, it's the first one I try).

Also, btw, I did not expect a "roguelike" city-builder, but I know the tag is used nowadays for every game that has some procgen, even if it doesn't play like the original rogue at all :-)

Anyway, I had some fun discovering the turn-based city-builder strategy genre!

Last week, I published Shamogu, which stands for Shamanic Mountain Guardian. It's the first game I release here, but it's actually my third roguelike game.

https://anaseto.itch.io/shamogu

It's a free and open source coffee-break roguelike, written in Go. It has a focus on tactical movement and careful timing of totemic spirit invocation and comestible consumption. Visibility and noise stealth mechanics also play an important role: you can hear monster footsteps and hide behind rubble or foliage. 

You're the guardian of the mountain and need to explore a dungeon to find a source of corruption that's making beasts lose their mind and become aggressive.

It's a traditional roguelike, meaning in particular it's character-centric (you control a single character on a grid) and turn-based (it's about analytical skills, not speed). It's playable on the browser here, but you can also compile yourself a native version from source code, if you want.


Hope you enjoy!