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DIS Kids

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A member registered 36 days ago · View creator page →

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I very much like what you have done since I last played, most of my complaints and most of of the errors are fixed, here are some of my thoughts:

I still would like to see more to differentiate the ratings and populations on different buildings, such as a different number of pluses next to the text or a flat value.

I still would like to see a menu where you can see all of your buildings, and what zones they are in.

I like that you added some icons for stats like money, fame, crowd offense, and defense.

I like that you can now pre-plan multiple movement locations, and that you have icons.

I like that the utility posts show the area that they will affect.

I like that buses stay between different movement segments, as long as they are in one set.

I think that the issue with BigRealty just rallying tiles after a point is fixed.

On the Logistics rating, the text runs off of the box where you can see the text in.

Sometimes it feels like current traffic affects the average traffic, by a large amount. Example: I had a Market Lv. 1, the current traffic was at 8, and the average was at 11, one hour later, the traffic was at 22, and the average was at 20, that feels like a very short time for such a large increase in the average.

Was it intended that after a market reaches max level, the average traffic disappears?

I have not had people move into a Nice House during any of my runs.

I do feel like, with the state of the game, the main reason why I play is to build up my town, then once I have done as much as I can, finish taking out BigRealty. The game is pretty easy, so doing this strategy is easy to do.

This is very much a nice to have, but I would like it if there was a way to demolish buildings.

Another nice to have, thinking about the previous paragraph: It might be nice if there was a way to expand your roads, utility posts, and in connection, your whole town out from the current area. I could see that making this a lot more of a city builder game, which if that is not really what you are wanting, this might not be something you want to go with, but with my strategy and how I currently enjoy the game, this is a possible area I could see it expand to.

-R

You made some QoL improvements over last time I played. The bugs I found last time were fixed. This game is moving in the right direction.

The new icons look pretty good.

I can still beat BigRealty on the first campaign day. First play I did the tutorial and once it ended I gathered another house's worth of crowd and beat BigRealty.

The Logistics Rating text is too large and got clipped. Maybe reduce the font size?

The game is harder and more fun. It is still balanced toward the player but it is moving in the right direction. I need to use more strategy to beat BigRealty.

The waypoint system makes it a lot easier to collect a lot of tokens in one path or take more advantage out of a bus. The right-click to cancel movement was clearer.

The residence demand popup did not make much sense. Sometimes the bar would be not visible and it would say high residence demand, while other times it would be on the plus side and say low residence demand.

-T

I really like your game so far. This is a game that I will want to be playing more of. Here are some of my thoughts:

In the tutorial, when it tells you to click on any one of your ships to continue, your top ship is covered by the bars at the top and bottom.

In the tutorial, when moving Support Tank Alpha forward, the stop button is obscured by the panel with the text.

Overall the tutorial was pretty good, it gave me a feel for the combat without shoving everything at me all at once.

The mobile destroyers felt a little hard to hit with them being so early as people are still figuring out the game.

It feels a little odd that the astroids and other objects move with your ships in the flying out animation.

In the card selection screen, I wish that there was a way to turn off the zoomed popup of the card when you hover over one. It can be annoying when you are outfitting your ships.

In the second mission/set of fights, in the final fight, the final dialog, the first letter is not capitalized. It is currently "enough from you. Officers engage!"

I wish that it was more clear that you could not attack Crusher's ship from the front center when you start combat, the red beam in front of him looked like part of the ship art, not a shield. (This is being said with me not using any shield cards.)

My main combat style was using shotgun of multiple tiers, laser of multiple tiers, blast cannon, and energy recharge. Mostly I did not use the special abilities of your ships, instead I used the basic cards. So far I made it past beating Crusher, and this combat style has mostly worked for me.

It might be nice if you could use some of the credits to upgrade your ships. Example: Upgrading Support Tank Alpha's aiming difficulty.

-R

I had a soft-lock when I got the level up screen just as the main wheel stopped spinning, I clicked on one of the options of the level up screen. The game continued playing, with the screen telling me what I got from the wheel. When I closed that screen, the game stopped playing. I could click some of the buttons, such as the wheel spin, but I could not do anything to continue the game, as clicking the buttons did not do anything.

-R

Sorry about the delay in posting this. We've been so focused on prepping for Next Fest, and wanted to do a group review/discussion of these comments before posting, that they got delayed longer than expected.

So far, I definitely like this game and think that this is something that is worth continuing. That being said, I have not played this game before this update so my point of view is from a new player. Here are my thoughts:

I feel like you should maybe theme the buttons on the menu screen, and the Control Tip buttons.

I like that you have a SFX play when you change the SFX volume.

You can start building in the same place as BigRealty shortly after they start building a branch. It seems like you can get both buildings in the same spot at once, although it will just show one building and tooltip. After you reclaim the lot, the building you had already placed there is still there.

Possible typo in your text for the info on Population at the start of the game: "There are few demand from ..." I think that it should maybe be: "There is little demand from ..."

I wish that there was a way to cancel movement or at least change where you were going. Edit: Being able to use right-click to cancel movement was not clear, and was only learned while discussing this feedback.

When you achieve a goal, and it shows a new one, it does not seem to consider whether or not you have already done that. For example, I had rallied all of the gateways before I did my first public speech. It showed the goal for rally gateway, but I could not complete it until BigRealty rallied two gateways.

After a few campaign days, around 3-4, BigRealty started just rallying, and rallying empty tiles. I don't know what caused this, but after the campaign day, that is all that BigRealty did until I ended the game.

I think that the tracking of buildings withing a certain distance might be broken because several buildings did not register the required buildings being within a short distance. Example: I had a Market Lv.1 on one tile, and on the tile just across the road a Bus Terminal, and my Market did not register the Bus Terminal.

I think that the balancing needs a bit of work. You can survive a bunch of the BigRealty branch agents on the first campaign day. On the next one, even with a small crowd, you can take out most of the branches and claim a lot of land, which can then be used during the following campaign day to easily take out BigRealty.

I would like to see more to differentiate the ratings and populations on different buildings, such as a different number of pluses next to the text or a flat value.

I like that you have flashing yellow circles on the tiles that you can interact with.

I wish that there was a menu that allowed you to see all of your buildings, and what zones they are in.

-R

Sorry about the delay in posting this. We've been so focused on prepping for Next Fest, and wanted to do a group review/discussion of these comments before posting, that they got delayed longer than expected.

This game is decent, though not my usual style. I prefer city builder games that do not have a character to move around to build.

I would like a way to tell the total number of days you have played, as well as the number of days until the next campaign day.

Is there a way to cancel moving somewhere? Edit: Being able to use right-click to cancel movement was not clear, and was only learned while discussing this feedback.

I have a bus terminal right across the street from my Market but it says that I do not. For the Cafe, I have 2 supermarkets nearby but it does not register.

New goals get added as you complete current ones, but don't register if you completed the task before getting the goal. It wasn't always intuitive what goals would add new ones nor what those new ones would be. On some runs I was unable to complete goals, such as Rally Gateway, because I had already done them.

The game is very easy. I was able to win on my first campaign day and they had a branch building.

I was able to deploy 4 people into a crowd with no action by clicking the double arrows right. They seemed to just vanish after I clicked apply.

You do not seem to get buses or cars on campaign day. Is this a choice? It works without a crowd but not with one would appear. Is this because of crowd passives?

I crashed the game. I was protesting a BigRealty branch building and reclaimed the lot. I had my mouse hovering over the building, waiting for it to blow. Right after it was gone I tried to build where it was. The button text said protest, not establish, and clicking it crashed the game.

-T