Thank you very much for the feedback! I am very happy that you also took an interest in Regensburg outside of the game. :)
dunkelgrau
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Nice to see a Vermis inspired game - Especially imitating the “print” optics of the book. I also fiddled a bit around to reproduce the look as a side project, so I must say, you nailed it quite well! :)
Unfortunately my decisions in the game had no impact at all? But I must admit, it would be hard to design and implement impactful decisions for a 48h game jam entry.
Nevertheless a cool and inspiring game!
A common way would be to show what is required and highlight the still missing parts in red. That could mean that you show the base icon with the necessary resources (x trees, y stones) and color the missing resource in red. Or in case of the converting, a red base could be shown. Although this would not solve all problems.
At some point of time the game must communicate, what is the goal of the game. For a jam game the simplest solution is a wall of text.
Nice mechanics and idea, but it’s lacking an onboarding experience. I needed one run to figure out, what can and should be done. In general only having an icon is ambigious. An text overlay, what a key press does or why something is currently not possible (building a base, converting someone), would help a lot.