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A jam submission

Faraway CountryView game page

Submitted by SoulReviews — 1 day, 7 hours before the deadline
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Faraway Country's itch.io page

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Comments

Submitted

I was a bit confused in the beginning, but now I wonder more is in which direction do you intend to bring this game, because as of now it seems you might stumble on very linear choices or just die,  where you should have lots  of options even if they're not optimal to make it more interesting.

It needs lots of work on the UI to make it easier to understand, but I like the idea.

Short and sweet. Nice intro to the game, feels like a tutorial. Kind of want more, but restarting the game does not restart the turn counter, so it's an insta-fail.

The UI is way to big, uncomfortable, even. But the art assets - like the mission completion, or the buildings themselves - are very nice.

Right now it's more of a puzzle than a strategy game. I wonder what you'll do with it next!

(+1)

-A little confused why the main menu art looks like a western(guy in center has double guns), while the game looks medieval. Maybe I'm just projecting my interests.

-Major bug: when I started the game the settlement had no paths, so I was confused and just ended my turn until I got a game over. On new game it seems to work now and I can expand the paths.

-Major Bug Twoboogaloo: actually, when I pressed the restart game button it didn't reset my quest countdown, so it starts at 0, goes to -1, and I game over on turn 1 lol. This is repeatable to -2, etc. In a quick test, this happens even if you starve and press restart game/to menu, ie only 4 turns left to beat the first quest if you starve intentionally and reset. 

-Please don't include 'quit to desktop' in web builds, it just freezes the program instead of closing(on my browser, chrome based, at least).

-Annoying that canceling a building doesn't refund the resources, feels unfair since it's the plan phase of the turn. Or, it feels unfair since I didn't know and missclicked the building. Also, the build ui sucks and I don't like how the popup descriptions cover up the other options. Lastly, the tooltip and highlighting of a node(on mouse hover) happens even if the mouse is on the construction menu.

-After getting the first quest finished, it was smooth sailing to the end. Fairly enjoyable I guess, felt like there wasn't much choice as I was just aiming for each objective as it showed up. When I click reset after winning, I only have 3 turns to beat the first objective.

Despite the issues, and obviously being early on, I had some surface level fun of doing the things. Keep up the good work.

Submitted (1 edit) (+1)

Nice game. Quite fun to expand the little empire. I like the sound effects and art. The resources probably need labels because I wasn't sure if the food icon was food or grain at first. Also needs an indicator that expanding the roads is going to use wood, and a confirmation dialog for demolition buildings. Would be nice to overload the structures with extra people. Wasn't sure what the "latern bearer" represented or what the beacon was. Maybe I needed to explore more?

Submitted(+1)

Neat little strategy game.

- Since the background is solid black, it took me a while to realize there were other nodes surrounding the first node, and that I had to click on the dirt paths to expand.

- An option to fast forward through all the animations after clicking "end turn" would be nice

- Some of the buttons were kinda hard to click, since they overlapped each other. But I know this is very early, so you probably just haven't gotten to it yet.

I enjoyed this. Thank you for submitting it.