Play game
Crystalon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Engagement | #32 | 4.078 | 4.078 |
Overall | #50 | 3.850 | 3.850 |
Overall polish | #70 | 3.863 | 3.863 |
Creative use of art assets | #120 | 3.608 | 3.608 |
Ranked from 51 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.
Comments
Okay, I'm about to fuss a bunch here, and I want to be clear it's because I was really, really into your game and got a bit frustrated that it suddenly fell apart at the end. Cool? Okay.
Let's consider the core gameplay loop presented: Gather resources, defend the tower, expand your vision to gather more resources, scale up exponentially.
Now let's look at your antagonistic elements: Enemies that spawn with no pattern (we do not want the player to predict where they will be), enemies make no noise until they're on the tower itself (we want the player to actively seek the ghosts, not react to them.)
In my experience the goals of your core loop and the goals of your obstacle loop were at odds with each other. I want to expand expand expand, which means the longer the game goes on the less time I want to be spending staring at my starting area. The longer the games goes on the more I want to be placing ever increasingly large numbers of gathering buildings and cleaning up the old ones, farther and farther to the edges of the map.
The conflict created between the two systems is a good one. Early game felt solid and even on into the mid game, I felt stretched thin but not unreasonably so - I was challenged. Unfortunately the conflict doesn't scale, which is very much what your game centers around. At some point my expansion went beyond whatever curve existed and suddenly one-clicking ghosts wasn't enough. There were constant ghosts every few seconds and I ended up in a scenario where I had time to pan the map, clear a single building or place one, then I had to rush back over to my tower to click down more baddies.
At that point the delicate balance you'd nailed fell apart and suddenly the game didn't want me playing it anymore. It wanted me at home, clicking ghosts, and nothing else.
You have some systems in place to help mitigate that issue. The reflection mechanic and the heal assist are both interesting choices systemically. It seems to me you very much wanted the player to be the only solution to attacking ghosts, so all the power-ups act in service of delaying the threat or recovering from it if the player wasn't in time. Obviously you COULD combine the two buildings mentioned before in large enough numbers to let the tower defend itself in a sort of berserker fashion, but there's one big obstacle preventing that; resource scarcity.
Resource nodes expiring was a really great way to encourage me to expand ever outward and constantly be looking for mines to clear and refresh. But that combined with how completely rare diamonds are made that a problematic mechanic. I spent the majority of my playtime where diamonds were a factor with only two or three nodes uncovered. It wasn't until way late in the game that I found a field of nine or ten so far away that it wasn't realistic that I would be able to set up a bunch of mines there and still have a tower to come back to.
Almost all of your mid to late upgrades falter because of this.
Those are the big observations I wanted to make. There are a few QoL things I could suggest - having a dialogue box to clear an exhausted building seems redundant when it could just clear itself away on click if it knows it's exhausted. Hotkeys for the basic harvesters would have been a good way to keep players out of menus and zipping around the map. Etc.
This game is a good game. It was ambitious for the time frame you had and you executed on it really well. The wandering music fit the flitty gameplay style well. The camera move speed felt good. Clicking things felt good.
I hope you come back after the jam and patch it up a bit. For the sea of text I've forced upon you, it honestly doesn't need much. Tweaking just one of the things I mentioned would very likely nudge everything else back into place. If you do, let me know so I can beat the darn thing!
A lot of fun, and very impressive for 48 hours. A little warning about ghost would have been great, and there was a little jankyness with the camera and grid system (though i was playing in browser).
Impressive amount of content you managed to fit it, and the game i've spent the longest playing yet!
My left mouse button is destroyed thanks to you! haha
I really enjoyed the game, if only I could have some indication the ghosts were coming. Nevertheless, it's a cool clicker game!
Nice work! kept playing because i wanted to further expand my base. I like how you can chose to move away from your crystal to mine some resource by hand but always have to be aware of ghosts in your base.
Some strategy elements except that ghosts only go for the crystal and not the other buildings, so there is no real strategy in placing them, once you placed them you dont need to look at them again.
Would be fun to add some tower defense elements, like placing storage's to form a certain maze so ghosts have to follow a specific path :)
It took me some time to create the first tower that would auto attack ghosts. I would have liked a basic tower from the start. Other than that it kept me playing for a while. Good job!
Fun concept. I like games how the player can control the pace of the game by choosing how much to expand and that expanding means you have more resources but have to manage more stuff.
Great game, though I couldn’t finish it because there was no pause button
please after the jam ends add a pause menu
How cool is this. I have spent way too much time in this game. I wish I knew enemies HP!
Really nice player feedback, this is a very chill settlement building adventure
Fun idea, love building/automation games and the 3d art was a cool idea! I struggled with defending my base as there were no warnings and I didnt survive long enough to find out if there were defenses later in the game. It also takes way too many small storage buildings to get to the point that I could build a gold mine or medium storage. It also crashed after about my 30th building.
Nice 3d effects with the bouncy houses! I liked the map and (capitalist ? XD) idea of the game. IT was overall pretty enjoyable, though a tad bit jittery. Well done, a 3.5-4.5 star game!
I really like the game. It has a lot of potential. It was a lot of fun to play. Well done! :)
Really fun, had a great time playing
It's a great building game! Really well polished as well
I'm a sucker for exponential growth, so this game spoke to me in that sense. It has a lot of depth as well and I don't have any critiques that DrManatee hasn't already said. Great game and I hope to see a post jam version!
Really good game i can play it for hours if its possible
I played through and beat it, very engaging game. It started to lag when lots of buildings were working at once, and it seemed like gold was hard to come by, as in the end I just sat waiting for towers to get the resources. This game has lots of potential, it is very addicting and should be continued :)
Beat it! I really like this game so I have a lot of things to say about it. Sorry in advance if it comes out as a garbled mess.
First off, I really like the concept of the game as a clicker/kingdom builder game hybrid. I feel like this idea has immense potential because it is really fun and not as idle as most clicker games.
The beginning was very confusing and unforgiving because I didnt realize you needed to click things to interact with them, and I tried to build a lumbermill and was confused on how to get wood. All the while there was a ghost that immediately spawned and killed me before I had gotten my bearings. It is strange how there is one ghost at the start then none for a long time after that. Might be good to introduce the ghosts later once the player knows they can click to interact with things.
I really like the idea of exploring the map more with watchtowers, it makes the scope of the game increase as you learn more which I found really cool.
I like the fact that resources can be depleted, it means you have to keep on finding new resources and you can't just plant a few mines then play keepaway from your crystal for the rest of the game. It also keeps the numbers at a reasonable level and not increasing to like bajillions in most clicker games.
The little QOL things like the question marks above the buildings that aren't harvesting were really welcome.
I know this is probably due to game jam limitations, but it would be cool if the difficulty scaled more as time went on. I got 20 tower of powers then just one shot everything making the endgame just waiting til i could build the towers
Overall great job! could see this as a full game with more development!
This one is actually fun :)
Not sure if you're planning on continuing development of this game but I think this could be really cool if you did. It has an awesome foundation. I think it could have been explained a little more clearly - this type of game really benefits from a tutorial level, in my opinion. But once I started to understand how it worked, I was really engaged. Yeah, I think with some more work this could actually be a priced full release on Steam. :)
Really cool entry I love the base idea of combining some Clicker Game aspects with a Building Game. It's pretty interesting and makes the game much more fun if you don't have to idly wait for more resources to be made automatically but can actually participate in the harvest :P. I especially love that the Tree and Stones actually vanish after you've clicked them a certain amount of times. You could've better explained the Ghost mechanic as well as that the Buildings only produce when they are next to a Tree/Stone. Overall tough really cool and interesting game and well done.