Reminds me of William Blake, jamming poetry into a medium where no one expects it to belong
Lanyard
Creator of
Recent community posts
The game design from the video is already clear and readable from this very early stage, I think that's quite a good sign. I can see the goals are going to be those meters in the upper right corner, and I'll be investing in technologies to care for them. I think the decision to focus on one mid-sized community is wise and will play out well for you. Best of luck to you!
I couldn't figure out how to build on the grid, I tried clicking on things like solar or battery and then the grid, but nothing happened? Maybe I'm doing something wrong. I tried both Chrome and Firefox. I also noticed your game doesn't quite fit in itch's iFrame, you need to increase the vertical pixels on the Embed options a little bit and/or add a fullscreen button for players to see all the build options. I'm intrigued by what you've got here, it kind of feels like it has potential to be a limited space factory builder like Opus Magnum. That's a rich genre to explore. Your focus on real science and permaculture is a great implementation of the theme as well. I'll be watching this project.

I checked out your video, I liked how you two put a focus on the fantasy and role play at this stage, I think that's more important that some board game designers realize and can do a lot to inform design that players actually care about. I see that the mechanical focus is going to be resource allocation and event cards, I think that's a solid battle-tested loop, actually my game is built on a similar loop although its a video game and not a board game. Best of luck on the art pass and tutorializing, I imagine those will be the major hurdles ahead.
Thank you for taking a look! I agree that I need to tweak how time affects the ports, I'm puzzling it over myself. Tricky because I eventually want to have more ships moving around so I don't know if I can pause for each port stop. Right now the big consequence is that crew wages are due at the end of the month, so if you're not paying attention, that can really bite, kinda like a time limit I suppose.
Yeah, I've got some half-baked systems in here and no direction to speak of, I'm sure it's a bit confusing at this point. Still, I really appreciate you stopping by to offer your feedback. Great to have an outside perspective actually.
Really nice pixel art. Some smooth styling already on the UI so early is going to pay dividends for you as you develop this further. If I were to make a recommendation for you at this point, it would be nailing down the swimming of the mermaid, the full stack from input to feel to animation. I think making her swim feel amazing now and getting it just as you imagine its full potential is going to be the best force multiplier for your game and show you which way to go from here when it comes to level design and everything that comes after. I am also intrigued to see how the dryad garden will evolve. I imagine our heroine will pop her head out of the water and deposit her sea treasures for them to make use of? It's a clean loop with some real nice potential and fits the climate themes nicely.
Definitely aspects worth thinking about and perhaps playing to. I suppose it depends on how radically different the future is imagined to be from the present and on what timescale. Barring unmitigated disaster, I would attest that international trade will continue in one fashion or another. I want to speak to a pragmatic vision of what that might look in a healthier way than it exists today.
Solid little tower defense game. I like the stripped down pixel art style, and the fishbowl CRT lensing is a nice touch, not to mention the nostalgic UI choices. I didn't quite understand why I should shut down rooms, and at one point all my turrets shut down, I think your tutorial is maybe just a little too front-loaded and I couldn't absorb that. But I imagine it would work well as later difficulty twist, I assume it was something like I should shut down turrets to save resources for others. That's my off-the-cuff review, I hope it's helpful for you! I enjoyed playing your game and defending our one and only glorious and benevolent ChatGPT for one more day.
This is sick. Did you write this music? It goes hard. I think this game would have done serious numbers in the Very Serious Juniper Game Dev that just wrapped up, the theme there was Spin to Win. I loved the style here, how it ramped up, suddenly there's blood everywhere, what am I doing here really? Good good stuff.
Thank you! That gradient blend into the background was surprisingly difficult to get right so I'm really glad you noticed! The SFX are all done via the Web Audio API.
Factorio my beloved... I like how you expanded the play area over time. The Tetris-like element of placing factory pieces into the puzzlebox according my goals and needs was very well done. There's some UX touches missing to provide clarity and game feel, but there is still a very solid package that left me wanting more!
This was really good, love the art and sfx design, puzzles increase in difficulty at a nice pace. If you placed your Music Player in the initial scene and made it DontDestroyOnLoad(), you wouldn't have the music restarting on each level, which sounds much smoother to the ear. Zooming around in my hamster wheel never got old. Nice work!
I like the playable character! Looks silky smooth jumping and landing. One thing I want to mention it that your tutorial says A & D keys to move, only the arrow keys worked for me. I agree with the others about dialing in coyote time and jump buffering to make the game feel more fluid, you could also cut down the difficulty by letting the camera follow a fall, but you may have your reasons there, I suspect.
Now this is audio design. Outstanding, it makes every keypress feels amazing. Love how brisk you keep the puzzling here. Only constructive criticism I can offer is that hitting a forcefield gate sitting offscreen and resetting the level doesn't feel terrific. It could simply bounce the player back unless I'm mistaken? Still, that's minor. This was very good and I wish it was longer!

























