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If you managed to beat the game, I'd love to hear from you here! Sticky

A topic by Robin Field created Apr 26, 2017 Views: 5,493 Replies: 74
Viewing posts 25 to 44 of 61 · Next page · Previous page · First page · Last page

Today's update made the game more difficult, so that's good news!  :D  I had my first loss right after switching to the updated game, because I underestimated it.  Game #2 was a victory now that I knew what to expect, and I look forward to playing again with the difficulty set to high.  Keep up the good work!

It took 2 tries but I've now beaten the game (recently updated one) with game difficulty and pirates set to high.  It was tricky and a few times I thought I might not make it.  :D

Developer

We're glad you enjoy the game enough for multiple playthroughs. :)

If there's anything you feel might improve the balance, or any suggestions you have- feel free to say

During my last game I did think of one thing that would add a new challenge.  Eventually I had a stable ring of towers to guard my lands, and I never had to worry about anything on the inside.  Occasionally a group of 2 or 3 pirate ships in the same spot might destroy a few tiles before the towers sank them, so the outer ring wasn't used for anything too important.

What I'm imagining is a way to keep the center of the island in some danger too, in the form of a different pirate ship type.  Instead of firing its cannons, it could sit for some number of seconds doing nothing, and then fire a flaming catapult a random distance inland from the coast.  Wherever the shot landed would be destroyed, or if you wanted to get fancy, have it animate burning for several seconds before finally vanishing.  Something like this would have made my last game much harder.

You've probably already considered upgrade buildings, but those are usually an easy way to add some depth to a game, even if the upgrades themselves don't do much.  Perhaps a bakery building that, when placed next to a windmill, causes all incoming food to be increased by 10%.  Similar buildings could boost stone and lumber income.  If you go this route I'd hope their bonuses wouldn't stack as you built more (that would become overpowered), and that they'd be quite expensive so that many players will flat-out never use them.

The "never use them" line probably seemed strange, but I don't think it helps as much if upgrade buildings are always going to be used.  The auto-food collection building is an example of this, where I would imagine everyone buys it sooner or later.  Manually collecting food after you've got a few mills going, is just too time consuming, and at a certain point that building is a necessity.  That is perfectly fine, and I don't think it should be changed, but to bring depth it is good to have things people can completely opt out of using in order to develop differing strategies.  The apple trees fall into this category.  I've read that some people use them every time, and I've only used them once.  We aren't all forced to play the same way.

The upgrade building idea is probably something you could throw in without much effort at all, but if you are interested in more complicated ideas I could suggest a few things:

Because towers are locked in a fixed position, defending gets tricky.  This is good, but it also helps entice players into spending their hard-earned resources on a different way.  Perhaps an expensive building (or a re-purpose to the current ship yard should you decide to change how a person "wins" this game) would let players dump resources in until a ship was created.  This friendly ship could slowly circle the land and exchange cannon fire with pirates it runs in to.  This would be an expensive way to guard against gaps in the tower defenses, until new land showed up allowing the gaps to be sealed.

The small house is something I've never used, but I hate to suggest removing it because other players may actually use them.  If that house turns out to be unpopular with everyone else too, then it may be a good idea to re-purpose it.  I can see the current larger house taking the place of the small one, and then a larger mansion/apartment/whatever being an expensive upgrade.  Clicking on buildings and then choosing to upgrade works in many games, but I don't think it would work well in this one.  The interface only makes us worry about clicking to collect resources, and I wouldn't want to see it cluttered up.  It might be nicer to have the expensive super-house so that it can only be built on top of existing smaller houses in the same way you can only build a quarry on top of a stone tile.  That approach to building upgrades would allow the interface to keep the same feel that it currently has.

My above suggestion about a bakery would be much better as a mill upgrade (placing bakery on top of the mill), but I didn't want to explain what I meant by that at the time.

Water/pond tiles could sometimes start with a tiny fish icon on it.  A new building could be a little fishing boat sitting on the pond that collects food for a short while.  Once depleted it would revert back to just the current water/pond tile.

Eh, I should stop rambling now, haha!  Please don't take any of these ideas as "demands" or even requests... they are just ideas to maybe inspire you guys in some way.

Developer

We've actually had many of the same ideas you've suggested there; the fishing huts and the small house being upgradable into the larger house. The smaller house is, i think at the minute, more of an emergency worker supply for a tower- without spending the larger resource amount on the larger house => not having enough resources to build the tower you wanted originally. in the latest update we think we've improved the apple tree's overpowered-ness, by making it so the stockpile only auto-harvests farms; leaving trees to be manually harvested.

We definitely want to add different types of combat (footsoldiers) , other than the simple setup there is now- but the biggest problem i think we have is if we add 'too much' the game may become unnecessarily complex- which we think would ruin the simplicity the game has, which is one of its best features ( we think )

We really aren't sure yet- but right now, our 'storyline' setup would be more level based- with each level bringing in something new.

Thanks for the feedback :)

Great Game, keep at it

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i no have words for this game...                                                                                                                                                                                                                              

incredible!!!

 PLEASE CONTINUE PLEASE UNTIL THAT GAME GET TO STEAM ... of course go through steamgreenlight

So I had thought that the shipyard was to get resources( like loans and stuff ), so about 3 hours after I could have beaten it, I look at this forum and see that you have to build the ship. So all in all I won with an island that was about 40x40 with a 2 archer tower thick wall around the perimeter, 5000 wood and stone each, 70,000 food, and 850 people. Would suggest a higher percentage of resource tiles, lower percentage of water tiles, upgradable structures, the ability to make useless land fall, or more types of structures

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I got 1704 people before I decided to stop and finally get around to playing Skyward Collapse.

Some way to destroy water tiles besides just letting them get attacked would be nice.  To not make it too easy maybe if you unconnect 1-3 tiles from rest of the land(by building and then deconstructing around them) they'd collapse by themselves.

Overtime I noticed that amount of wood spawned was always too little but I suppose you are meant to use apple trees for that but in a large settlement they seem like too much trouble, auto harvester getting the wood from depleted apple trees might help with that.

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I'm really enjoying this game because of the creative potential and i had a great time trying to get the world into a shape that was mildly city like. What i ended up with was pretty cool  although i wish it were easier to edit the world, i resorted to placing and then deleting farms to make tiles go away so more would spawn. Still really amazing and I'm thoroughly enjoying it! Here it is

On a side note if there was a building you could build that made a peaceful ship come down every so often and trade food for wood or stone i think it would be a saving grace for players who spent to many resources deleting farms XD

Developer

I'm so happy to see someone use Little Lands to create their own little cute cities.

Creating my own little towns has always been my favourite thing in games like this, but sadly, as you've experienced, the game isn't very city design-friendly.


We're about to start working on the full retail version of Little Lands, since we've got so many complex ideas that we can't wait to get into.

The ability to design cute little towns; with gameplay benifits to doing so, in order to encourage it, is something I definitely want to spend a lot of time carefully implementing.

I love your use of the walls, you're the first person I've seen use them how I intended. :)

Here's my write-up for the game! The highest population I got was around the 200 mark, though I definitely could have kept going. I'm wondering, what other features are you planning for commercial release?

Developer(+1)

I had a great time reading your piece about it; I can't express how flattered I feel that people would write about the game. Thank you.


I don't want to accidentally mention a ton of stuff that'd never make it into the retail version, but in terms of a few things that'd most likely make it into the game, that I can think of:

- Designing cute little towns has always been a big thing for me, so I'm definitely planning on having plenty of cosmetic stuff for you to play with, I'm also going to make sure the mechanics incourage it.

- The ability to create transport/scout spaceboats to discover and travel to other surviving villages to trade, ancient ruins of the destroyed earth, pirate-controlled islands, etc...

- Ground-based combat.

- Terrain height. For example: building on  hills would be benificial, as it'd take longer for enemy footsoldiers to walk up slopes, giving you more time to attack them.

- An in-depth storyline, with characters and bossfights, etc...


Hopefully we don't mess it up big time. :)

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Definitely grabbed my sight due to the design. Enjoyed it for the time I played it.

I enjoyed the satisfaction of getting to such production that I was making more than I needed and could finally grow freely (finished with 84 people on the first game, pretty much could've gone up to ~200 easily). That said, on a second playthrough I got screwed over by the random elements (didn't get enough trees) but I got through it just by knowing how to play it already. 

the biggest problem I see so far is the lack of options to customize the land beyond destroying your buildings (for examples as mentioned above, you cant destroy water tiles at all, which gets annoying if many of them connect[maybe even more usage of water?]), but as far as small game goes, it's pretty good! :)

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I love this cute game :) I created an Itch.io account just to comment here (as others have). Looks like you have big plans for it, good luck developing!

I wanted to point out a potential problem with the game: your "workers" count does not go into negative. This means that if you assign all of your workers to jobs (such as lumber or mining), you can now destroy their homes and they'll still do their jobs (which is beneficial because it lowers your population, so you don't have to pay food for those people anymore, and you can now use that land for something else).

If you have a very high food cost for the night and no food to pay for it, your happiness will go down until you get game over. But then on the game over screen, the happiness will start to go back up as you're still being charged for the food in the background, and it can even go way over 100% (does this suggest that the afterlife will make us happier than we can imagine? just kidding hahaha).

I think it's fun to surround a windmill with farms and then destroy the windmill. It's like setting off a bomb hahaha.

I would suggest a way to get rid of water tiles. Perhaps a fishing dock. And I would suggest that when you're hovered over the square behind a tall structure (such as an archery tower), that it would make that building invisible (or an outline) so you can see what is behind it.

Love trail and error and finding things out with no handicaps.

Took me awhile to figure out I had to manualy harvest food.


This is a really great game was sad to find there was no real end in terms of accomplishment. Maybe after making the boat the game switches to building up the boat and making it better and defending against pirates and meteors then you go to another plannet and you start out with ALOT more land but fewer resources and more pirates. Maybe then storms could start with fire. have some plagues or rats ruin food stocks or have to repair buildings or something. Maybe a lighthouse building that searches for land faster causing it to apear faster.

Finished my first run with 97 people. That was fun - the resources collection thing nearly cost me the game early on. The indicator should be a bit more noticeable.

Thank you for this nice game! I ended on the second run with around 64 people. (~1h)

On the first run I didn't realized that you needed to harvest manually the farm (maybe because the other building are harvested automatically and that the apple tree doesn't need workers).

The possible improvements I could see would be: a button to restart (or go to main menu), information on farms and shipyard (and maybe on town hall, just to say the current food consumption), tower radius (to see the range).  

It was fun game but not hard at all. My only wish there was a way to destroy water blocks too because when I was about complete my walls it spawn water blocks and it drive me crazy :)

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Hello, 

 I played your game and I loved it I replayed under several difficulties, I succeeded and failed several times but I loved it played. 

I would have asked you a question: 

Will there be any further improvements? 

I have some ideas of additions if you would like to add small modifications to your game:

 - Adding houses to nv3 as well as a system of increasing houses already laid. 

- Added a menu of pause and save which could help us to be able to play from time to time without losing our current part. 

- Add an option with natural disaster like small meteorite / lightning / etc .. 

- Add fishing building and park.

- And last idea (a bit too ambitious I think) create a second part after the boat that would be either infinite or a higher level with more stakes farm and difficulty like adding additional resources to have to harvest, Other potential buildings and other potential enemies. 

 In any case, I would like to save as I can make videos on it for make small challenges and so I can stop to recover my progression again. 

 I apologize if my English is very bad, I await your response and look forward to this wonderful game.

 Best regards, Linetaru

Small screenshot to my first try on the game

Hoooooly shit!

I finished the game with 69 population and my whole map was full of apple trees and later two 8-tile farms (adjacent is not only 4 tiles here!)

Very interesting how you managed your island!

Now I have understood all the features and I try to create villages at each trial.

Last try when I wanted to create a medieval village
(+1)

Congratulations to you both for making this amazing game!

I tried it out and thought it was some kind of idle game

Then pirates invaded and I gave up -- PLEASE make an ESC-Menu to go to the main menu so we don't have to hard-quit out

Then I was intrigued and kept trying until on my third attempt I managed to complete the ship (I ended up with 2% happiness once and only pushed through by building panic-walls! )

I'd also like to see the B and K hotkey cancelling each other out (as for now you have to close the open menu first instead of just pressing another key and switching automatically

You could also add some slight boost for tile creation that requires lots of wood (at the end I was only waiting for food and had like 300 wood ) just to use it for something and give players more possibilities

I didn't use the Barracks at all because it doesn't seem remotely efficient and the collecting building is a liiiittle bit broken

You could think of another building and replace the one-time buildable (unless destroyed) collecting house with another building like an ammunition building you can place somewhere and slightly increase the damage of ALL towers and after that's built you replace it with another, worth thinking about


I'm very proud of you for making this hard game!

I'm looking forward to updates!

Best regards and keep going!

Love this game, so much fun. Ive beaten it a bunch of times, best was around 700 or 800 I think. I find that at a certain point you can pretty much fully build the boat and just incrementaly increase your population. alot of fun

Ay!! I loved this so much. After playing this like 50 million times and gitting gud, I managed to save 7304 people on my last run through. Prolly my final one until this gets updated. I hope you keep it up!

Oh My Gosh I loved this game. I wish there was more of it, I just wanna replay over and over.

I did encounter one problem, there doesn't seem to be a way to access the setting menu once you start a game. I was multitasking and wanted to mute the game, but couldn't find a way without exiting it completely to get back to the main menu.

I beat the game with 111 people rescued. I'm definetly going to be following this game and trying out any future updates you make.

I beat it with over 2000 people and I had over 900000 food and more than 5000 of wood and stone by leaving it overnight, the building that collects food is overpowered, it should have something like a range of food it collects.

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