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Town Scaling's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #1413 | 3.375 | 3.375 |
Style | #1562 | 3.625 | 3.625 |
Overall | #1717 | 3.417 | 3.417 |
Creativity | #2607 | 3.250 | 3.250 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Build building to scale the town
Development Time
96 hours
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Comments
Really nice graphics and fun to play!
This is addicting!! I played for quite a while. It would be nice to have some way of knowing exactly which objects are what name, for when something says "2$ when next to a house". Maybe the word "house" could be replaced with the emoji for it? I also think that it's sometimes hard to predict whether your city will meet the happiness requirement, since most of the events trigger at 01:00, which means that you either live or die all at once. This game seems incredibly polished for such a short time of development.
I really enjoyed this entry! I agree with the comments on having some kind of tooltip we could hover over to see the names of the emojis, some are more obvious than others, but I think you have an interesting project you could totally expand on if you want! :)
The game is soo good! With some improvements, as others have mentioned, it could become addictive 🥸 Good stuff !
Fun game, well done!
There’s some juice, the idea is cool, but there are a few issues—people have already mentioned them in the comments, so I won’t add more x)
But it’s very enjoyable!
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Agree with what previous commenters have also said - it was very unclear what some of the emojis were meant to be, and it was also really hard to tell where I was in terms of being able to pass/fail the level. Even though I got pretty far, by the time I was at X/225 hearts, it was kind of dragging a bit. Having something to challenge you more than just constantly chasing a moving goalpost of hearts, or at least having some transparency into how close you are to reaching the goal , would make strategizing more interesting as the gameloop stretches out and the goal gets higher.
It also gets really finicky once you need to start scrolling/zooming out; sometimes things would bounce back to the menu even if I had enough money to buy them, and sometimes they would snap into a spot before I had actually dropped them, which got progressively more frustrating as I was trying to be strategic with placement.
I also found myself habitually alternating items that build off each other, before realizing only two of them benefit from that (the sunglasses building more hearts per adjacent household, and the restaurants per adjacent household)--it would be nice if it was consistent, with all items either building off each other based on how many are adjacent, only one-to-one benefits.
Another thing that was unclear was what counted as "adjacent"; having some mini-tutorialization or a static tutorial screen in the options/start menu to demonstrate what counts and what does what would be really helpful in this regard. I assumed diagonally adjacent squares counted, but I wasn't sure, and I genuinely couldn't tell since the "payoff" per day was always so brief and not easy to track visually for a good understanding of the effects each item had. It also seemed like certain items were decreasing/countering my heart gains, but since none of them said they did that in the description (except for the factories, and those only if they're within X distance, which none of mine were), and there were no details about that in the instructions, it really wasn't clear what was happening there.
Overall, a very cute game and an interesting approach to the city-building-resource-management gameloop. Would be very interested to see this polished further.
Great game! is a really fun and simple city builder and it can be super fun to play.
Some suggestions tho, having the name of the buildings somewhere will be useful, some of them can be deduced by emoji, others I'm not even sure I get what they were. Being allowed to relocate buildings(even if it costs money) can be helpful too, especially since sometimes the buildings won't get placed where you want.
Cool concept and execution. Some possible improvements:
1. Show the name of icons (on mouseover) or use icons in the "+5❤ if adjacent to hospital".
2. Does "adjacent" also include diagonals?
3. Most importantly: most buildings only give their result at 01:00, and that is also when the pass/fail is calculated. It would be nice to get an indication before that time how much hearts you will be getting at that moment.
Anyway, fun game!
I really like how the overall aesthetic works out and the concept is quite creative. I feel like the gameplay stays pretty constant though, if you do want to keep working on it, you could add some unpredictability or multiple shorter levels!