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Richard Cheng

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A member registered Mar 26, 2020 · View creator page →

Creator of

Recent community posts

Great update! The new "tutorial" levels are very fun and are good at guiding players towards discovering certain interactions organically. The rules listed in the journal are extremely useful, both as a reference and a guide to things you haven't tried yet.

The randomly generated islands still feel a bit too chaotic most of the time, but it's more than made up by the powerful new effects of the different buildings. Overall, besides the random island generation, everything else about the game is a definite improvement. Great work, love it!

Awesome update! The revamped buildings feel more impactful - turning forests into turnips and straight up copying other buildings is actually busted. Very fun!

(7 edits)

This is a really cool and fun game! Here's my best run so far:

40 population

The seed was ZV4937TX, if anyone's interested in trying for an even higher score.

I really enjoyed the challenge of placing houses and farms, which compete for building space on plains, as well as leaving space for their supporting buildings. The art is also really great. However, I think there are a couple of areas where the game could be improved:

Learning The Game

The lack of a tutorial definitely made learning difficult. I see below that you're working on a tutorial, but it would be nice to have the short building descriptions appear when you hover over a building in the queue, bank, and journal, not just for the very next building you can build. That could help with remembering what every building does without having to have the building be the next one you want to build. 

Also, I still don't how to get that spiky hut shown in 5igOp's image...

Building Balance

I feel like some resources are way less usable than others. In particular:

  • Nests/Tracks: The extra bank slot is really useful, but I think it's strange that whether you can access an extra bank slot (or more) is random. I feel like each run should always have exactly one track so that you can always unlock this "powerup" in a run. Or perhaps not having a track should be a "hard mode" option?
  • Fish: Fish are pretty much useless in 90% of my runs. It seems like they always either aren't in the map, or spawn in a location where you can't place any ships to harvest them. Improving the random generation to place fish in actually usable locations would be great, although that sounds difficult. Maybe instead ships could be stackable? Or maybe lighthouses should generate a placeable fish resource with one or two fish?

Finally, it would be make this cool game even better if there were some music/sfx. Thanks for making this game (and reading my suggestions)!

Unfortunately we didn't have enough time to implement drag + drop for the inventory items, but you should be able to advance the dialogue if you talk to the characters with the required items!

Thank you!

Thanks!