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xinbaomon

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A member registered Aug 07, 2020

Recent community posts

Hey great game! Major throwback to city builders like Zeus: Master of Olympus. Here are some suggestions I thought of during my two playthroughs.

I wish that you could disable certain items being accepted at drop points - this would greatly improve the ease of organizing your supply chain. (i.e. log shed would have an option to only accept logs so planks must go elsewhere) Actually, implementing a way to easily transport goods between drop sites would be very nice, too. If not a player-controlled human, perhaps a slow pack animal that runs resources around (benefits from roads)? To fit with the game, it could be something like selecting point A, point B, and the resource to move (and it would keep moving it until there is nothing to move or the destination is full). A player would use this to funnel resources from the edges of the map to their town center.

Since microing your peeps to fight off skeletons disrupts most of your villager's activities, an option to see a summary of the number of workers on each job would be extremely useful! (ex. 3 bakers, 4 farmers etc.)

Game crashed before I could build the pantry (not sure if it is a dropsite), but please consider implementing another (less resource intensive) food dropsite!

Probably the toughest to implement, but any plan on somehow incentivizing vilager pathing to use nearby roads? It's kind of tough to watch villagers path just off of your expensive brick road. I'd rather have them take the road than the slightly shorter absolute distance between points.

Not expecting any or all of these to be implemented, but I think the game could benefit! Great work! Had an afternoon of fun for sure.