Cheers yeah no worries, I got so far and thought the same, I was thinking I have the placement, the tiles, the buildings and the resources, that's a start, is want the little villagers, the outer islands to be unlocked with the resources you gained, and ideally some deck building core progression like replacing earlier tier buildings and tiles with upgraded versions and the 'chase' to unlock a fully upgraded set and build the fully upgraded deck and world where your toy civilization is thriving trading and 'complete' - my inspiration is games like tiny glade, dystopika, and dorfromantik where the game is about the joy of building something, influencing and watching it grow, whilst having some more deck building oriented choices along the journey. Balance the early decks to limit the amount of combo adjacency you can trigger, opening up the progression to enable you to eventually min/max your combo adjacency scores - even things like building a unique structure that offers landscaping to remove mountains and replace with a different tile to post edit the world - I wanted to avoid combat originally but maybe in a full game also add some concepts of little bandit camps and strongholds that popup in your deck that you have to get a military camp in proximity to, spawns little guys that auto run over and test x vs y combat strength until you have enough nearby military power to keep the little villagers and kingdoms safe - I'll have to experiment with it to find a satisfying cozy feeling simplistic intrinsic motivation as I don't want to impose extrinsic goals like 'get 10k points' ie tiny glade is just a game about enjoying the building - walking sims are games about enjoying the journey - I want this to be a toy you can chill out to
LowkeyGamedev
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Thanks for the feedback, the 'hand' of terrains and the locked placement was on purpose to give the challenge of 'sorting your play order to create adjacency' as a game design challenge.
Aside from that, the objective is to complete the island and game design started with the concepts of 'no win conditions, no rush, no pressure'. The resource points are just an expression of your island growth.
what would you have preferred to make it 'really unique and awesome'
p.s. I cannot provide a web build, I use unreal engine
Is this allowed, eg I'm using the provided Kenney sprites as a base, and I want to juice up my particles and ui.
I see it says yes to VFX and shaders in the rules as long as the asset pack is used as a base
Edit* also I made a shader that uses a circle from a Kenney pack to create a post process refraction ripple effect for example
Thanks all
for example, i'm using the body from this pack: https://kenney.nl/assets/shape-characters
to create this:

and with some shader math this:

I should have clarified, the pack I'm using has no primitives
https://kenney.nl/assets/shape-characters
I saw a post saying I can put it on a billboard (plane in unreal) so can I put it on a cube, or shall I use 6 planes to make a cube?
I'm doing the 2D 3D mix and 1 pack challenge
Nice jam, at first I got really spooked but soon realized I could bunch them up, as long as I didnt touch the black dots I wouldn't take 100 damage, I feel like this could be cool if there was some progression in the challenge, like random blocks appear blocking movement making you have some challenge
I really enjoyed the infinite wall climbing it got me into a cool flow in some sections of the game, I think just that mechanic could make a really nice game focussed on a mechanic that isn't usually done that way - ie imagining a game climbing a tower but its all about timing and hitting the jump / climb key rapidly climbing up! Was cool






for your reference @kenney you can see my engine uses planes for the sprites, and if I put planes at different angles I get a cube