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Untamed Lands (Jam Edition)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Web Monetization | #2 | n/a | n/a |
Gameplay | #7 | 3.810 | 3.810 |
Overall | #10 | 3.590 | 3.590 |
Audio | #12 | 3.524 | 3.524 |
Innovation | #12 | 3.429 | 3.429 |
Theme | #16 | 3.714 | 3.714 |
Graphics | #30 | 3.476 | 3.476 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Category
Web Monetization
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Comments
A well made game. I liked it. I didn’t like that the game forced me to align the skulls when there were no other choices, but it contributed to upping the difficulty, which I think was ok.
Thanks! Yea the best way to think of the skull tiles is a type of meta-game or mini-game, you'll have to deal with them eventually but the when and how really determines how much of an impact they have.
Additionally, to help with the smaller boards, 1-1 to 2-3 all spawn twice as many shields as they do skulls. Prior to that change 1-1 and 1-2 could get really rough if the player got bad RNG the enemies could really take over haha.
Pretty neat! I liked the style and the game loop =). Does matching 4 or more in a row give any bonus? I didn't notice any, it would have been good to feel rewarded for setting up a nice combo =). Pacing seemed a little slow, I played quite a while and only made it as far as unlocking 2-2. I seem to lose pretty often on 2-1, and that's the level I need to play to get stone, so get stuck in a bit of a loop.
Like the aesthetics and audio and super quick load times =). Nice job!
Thanks for the feedback! Matching 4 or more only provides a bit more resources (linearly), I had a nice-to-have todo to make 4+ matches spawn a 'super tile' that would provide bonus resources if matched, but it never bubbled up in the queue before the deadline.
Both enemy balancing and upgrade cost balancing were pretty rough to get just right in the short time of play testing the final values towards the end, there were a few last minutes tweaks to try to ease the difficulty a bit, but I also wanted to avoid making it too easy breezy.
I really loved this one. It's one of my favourites. It fits the theme perfectly. It's really well put together - well done!
Thanks for the kind words, I'm glad you enjoyed it so much! Really makes the work all worth it!
Can’t … vote … must … collect …
Geez, I spent quite some time playing this enjoyable game.
Haha thanks, a few of my friend also got pretty hooked on it for a while too. Something is magic about the simplicity of match-3 games, really gets the dopamine going!
It does…
I liked the collecting resources, however I felt like after a little while the gameplay was a little slow and needed something else to happen.
Thanks for the feedback :) the original design idea was to have the tower defense, and upgrade systems be a bit more involve, but for the most part it was meant to be a bit of a slower game you can play while waiting for a bus, or when using the restroom. But it's perfectly understandable that its not the pace everyone would enjoy. :)
Very cool idea and fun gameplay, although the game loop tends to be kinda slow to me.
Thanks! Yea balancing the game loop throughout the development was rough. My intent was the have players replay levels once or twice, but I didn't get a lot of time to limit test resource acquisition ranges as solo developing this between work, family, and life was a pretty tight schedule.
My other hope was that the idle resource trickle could eventually ease some of the resource gaps as the player worked/slept/etc.
Pretty neat match game. I like building up the base and collecting resources. Worker management was a little confusing until owning a building that can use them. Overall, good job.
Thanks! Yea it became clear that I should've left the "manage workers" button disabled until the player built one of the resource buildings after 1-3 to make the system more self explanatory.