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Miyuki

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A member registered 12 days ago · View creator page →

Creator of

Recent community posts

First update after early feedback. 
Better UI and game Wiki to guide new players 

(1 edit)

Hi folks,
Working on a tower building colony sim called Mud & Ivory and looking for some feedback in an early stages
I have some big plans with it.

I’m looking for feedback on the early stages (as others are not yet available):
- Is the mining → storage → mushroom → building loop understandable?
- Are the construction limits clear or confusing?
- Do the tower rooms feel like a good reward for underground production?


https://miyuki-dark.itch.io/mud-ivory

Hi folks, what is the best way to plan and keep track of the tech tree and material processing system when I am building a colony sim with lower tens of different materials and a large number of processing buildings? Is there some good software to visualise that?
What do you use, some generic flow chart software, a technical description with some visualisation system, or just the old way, paper and pencil, and then convert it?

Hi folks, I'm looking for an artist who would like my game idea and would like to join.

Working name is Mud & Ivory, and I think it will be a good name for such a game. It is a hybrid between a tower-building simulation like Project Highrise and a dwarf colony sim.
Where the goal is to build the highest tower with luxury rooms on high floors. But the tower is not built with money, but by dwarves living underground, and by real resources they mine and process. The tower is then rented out, and dwarves demand their wages in gold to keep working.

Currently, I have a playable base with the first level of economy and am working on the expansion of the tech tree to be a tree and not just currently simple dirt > bricks and farm mushroom > food, wood processing.
Current state quick gameplay video
It runs in a Godot engine as a tile based 64x64 with some basic free and AI generated assets just to test its playability.

I would like it to look like an animated steampunk technical drawing. Here is an AI concept that is close to what I mean by that. But I am open to better ideas here.
The graphic side is relatively open, needs to be polished up, and rooms and character sizes will probably change in the process.

Economy system is roughly planned (lower tens of different materials and items, produced from multiple raw materials, some of them with multi step processing), and I think about adding heat, water, and waste management systems in the future.

I have it as a hobby besides being a firmware developer with occasional HW design. But it would be nice to bring it into a state where it could be released to the public.