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A jam submission

nanocivView game page

a minimalist game of human history
Submitted by Benjamin Philippot — 22 hours, 24 minutes before the deadline
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nanociv's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#143.8083.925
Design#154.0624.188
Sfx / Music#173.8203.938
Gameplay#243.7593.875
Innovation#243.6383.750
Theme#423.7593.875

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Wow! That pixel art is next level! Very good atmosphere! Nice, bro!

Developer

Thank you for your comment !

Submitted

Absolutely love this game. You can really make this into a full board game. Id buy it instantly.

Developer (1 edit)

Thank you !

I usually design boardgames and tabletop rpg systems. this is my first try at programming a videogame.

I can see some ways to adapt the mechanics for a boardgame while keeping the overall feel.

Submitted

Lovely, feels like a little boardgame!

Developer

Thanks ! :)

Submitted (1 edit)

I loved it, really interesting and engaging, simple mechanic but really fun.

Developer(+1)

Thank you for playing !

Submitted

Yo, very nice game! Would like to end turn manually rather than having the clock, I pressed END TURN sometimes just before the turn passed automatically and I missed some turns that way. Liked it very much and was able to make Japan the greatest, several times. The chill beats blend in very gracefully. Congrats.

Developer(+1)

Thank you for your comment !

I am aware of the problem. I tried to solve it but the fixes implemented ended up breaking the flow of the the game. The key seems to be to not use the button too much, only when you have more than 3-4 seconds left until the end of the turn. Even so, in my experience, using the time you have left to plan your next move is generally a good idea ;)

Submitted

Neat idea! I like the boardgame feel. Once you realize the advantage of conquering further it makes the game more challenging. It's also nice that you added different civilizations that have different resource distribution.

I feel that the initial settling can lead to quite unfair advantage. I also sometimes missed the end of the turn, so I wish there was some confirmation each time (or the option). But still a nice strategy game.

Well done!

Developer

Thank you for playing ! 

I prefered to let the player decide if he/she feels the map is worth playing, and making it possible to reroll it easily. This is to keep some variety in the map generation. It is clear that it leads to some non-challenging maps, but I found out that some players just enjoy the chill map-painting experience :)

The problem I have with this system as it is currently is that a new player can have a very tough game due to bad luck on map generation and have a bad first impression.

Submitted

Nice gameplay, very good for a first game.

You could try to implement the end game if the map is full before the last era (or a way to claim an occupied territory)

Developer(+1)

Thanks for your input !

Indeed that seems to be a good idea !

Concerning the claims on already owned territory, it was the way the game was originally planned, but it ended up creating very weird and confusing maps with a lot of tiny exclaves due to the way the game processes the IA and the end turn.

Submitted

So so so so so charming! Music was phenomenal and the artwork especially right from the get-go with the menu screen and the instructions page along with the font were all really cohesive and made a beautiful color palette for the game.
I played as Mongolia and was lucky enough to win! Felt very satisfying (: Great game!

Developer

Glad to hear that you liked the game :)

I tried to have the game not relying on external documents, this is why I put the hints in the civ selection screen.

Submitted (1 edit)

It's very easy to play, but I struggled with which strategy to adopt to win!

Very cool idea, and great job on the AI. I could see this game as a multiplayer game, and it's actually pretty relaxing :) 

Developer

Thank you !

The best strategy seems to be to claim the "chokepoints" fairly early to cut off areas from the IA and then claim these areas later in the game ;)


My next game will probably be a multiplayer one, with a similar feel but a different system that I have already tested as a board-game

Submitted

Its nice seeing someone else who used the growth of a people in their strategy game. I love everything about this game, one of my favourites so far

Developer

Thanks !

Yes, I wanted to divert from the plant or eating theme, so I had this idea of a minimalist "civilization in less than a minute" game. While I think the implementation could be better, it seems to me that the concept some potential.