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A jam submission

Anvil Of NihilView game page

The Forsaken Kingdom - Incremental Base Builder
Submitted by Dysax (@DysaxDev), furken, Cryptic Brew — 5 hours, 34 minutes before the deadline
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Anvil Of Nihil's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#13302.0002.000
Playability#14862.0002.000
Artistic Style#16972.0002.000
Cleverness#18961.0001.000

Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • Nice idle game, with the satisfying "number go up" mechanic. The music was nice and relaxing, fitting the game well. Having the mute button is a very nice addition. During the gameplay, I did not connect with the themes other than it being dark around. I would have liked the theme to have a more active role in the game. Awesome job on the game! Good luck with continuing it, and I hope to see you at the next Jam!

Did you include your Game Design Document as a Google Drive link?
Yes - https://docs.google.com/document/d/1x2qXK6RvgnwRre5tKkOxCzeEEgLGs0-tpnq6Uuz2E1U/edit?usp=sharing

Seriously... did you include your Game Design Document?
Yes

Is your game set to Public so we can see it?
Yes

Tell us about your game!
Anvil Of Nihil is an incremental strategy game about a once magnificent dwarven kingdom that was consumed by the void to pay for the power they have been given.

Mechanics:
Building placement - click the building menu button and click building, then right-click the desired location.

Allocate miners - click a crystal mine and choose miners to allocate to it to begin gathering resources.

Upgrade buildings - click a building to upgrade it with resources. Each upgrade level increases efficiency.

Gold pile - Stack the pile, yes it gets big but it will take a while. Gold is created automatically when you have a void altar.

Extra Notes
This was many on our team's first game jam. We went into it to build something fun and interesting with tools we hadn't used before—namely Godot 4. Most of us are programmers (admittedly unemployed ones) but this jam gave us a chance to really get creative with a project and it was well worth our time.

We all had a blast working on this project, we still have a lot of work to do. We are all still excited to continue working on this project and maybe by next year we'll have something we can release!

Game Design Document Link (again just in case):
https://docs.google.com/document/d/1x2qXK6RvgnwRre5tKkOxCzeEEgLGs0-tpnq6Uuz2E1U/edit?usp=sharing

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Comments

Submitted(+2)

This game is really cool! Really enjoyable gameplay loop, I found myself hooked for a while lol. I got to the 1000 gold cap, which I didn't realize was the end when I was playing, I just thought it would be a good stopping point. 

Really fun! The art is pretty good, the music is a nice background sound while I'm upgrading the shit out of my houses, and the mechanics are simple to understand, yet surprisingly didn't get boring at least for me.

One simple suggestion I'd say is about placing buildings. At first I tried placing buildings with left click, and when I did that the building appeared to be placed, but wasn't actually there. I figured out how to do it after a few minutes, but I think left click would've made more sense as a place button. I get wanting to separate the interaction and placing inputs, but there really isn't any time where I would've wanted to interact with a building while placing down another, so I think it would've just simplified things nicely.

One other thing I found was a little bug. Basically if you sell houses/great halls, you don't lose the miners that they gave you, but you get the red crystals back. So you can basically buy a house, upgrade it fully to get maximum miners, and then sell it to get your red crystals back. Of course because when you buy a building the next building costs twice as much this isn't as game-breaking as I thought it was when I first discovered it, but I'm still guessing it wasn't intentional.

Anyway, great game! I really enjoyed it. I'm excited to see where it goes! :)

Developer(+1)

thank you very much for the feedback!!
We know that right clicking for placing buildings isn't very intuitive, we just couldn't assign it to left click as it created some issues with the game lol. But we'll fix it in the next update for sure!
And yeah as far as I know the player shouldn't keep miners when selling those buildings, so thanks for pointing that out.
I'm really glad you enjoyed it, and thanks again for leaving such a great feedback. Stay tuned for the updates, there's a lot coming!!

(2 edits) (+1)

Hi! I think this game is very intersting, here are some things I thought could be improved:

  • Buildings that aren't built yet could be transparent, and if the action is cancelled they need to disappear. It can cause confusion and leave the player repeately clicking the 'phantom' building in order to upgrade it.
  • If the mechanic is mining red and blue crystals, a slider to change mining priority would be better gameplay than clicking them and assigning workers. Try the slider node on Godot, just be careful to select correct signal. One of the signals is emitted every slider change, so when the player is controlling the slider, all hell break lose while the same function is executed too many times. It's fun tho!
  • More information about buildings is needed, efficiency is not explained enough.

I like the idea very much and I'll be sticking around after the jam to see updates. Good work!

Developer

thanks so much for the feedback! we'll definitely work on those issues, so stay tuned!!

Submitted(+2)

Interesting game, though could use some work making it user friendly.

This is just some feedback based on my view on the game, and me playing it:

  • Right click is generally cancel when having just left clicked to start an action, so i required some discord assistance to figure out how to place buildings.
  • I'd recommend showing either progression or turn rate numbers on buildings. These kinda games do well with players who like numbers, so giving the player the right amount of information is important. Right now "higher efficiency" does not tell me much, especially in regards to if it is more efficient to build more of the same building, or just upgrade the ones i have.
  • A highlight on a building I have selected would not be amiss.
  • The ability to allocate workers freely is nice and allows for some interesting setup where i first focus on red to build up, and then set everybody on blue to make gold.
  • Also, i'd recommend having the icon of the "price" resource next to it, i initially did not know it only costed red gems/crystals

Other than that the audio is chill and fits the "laid back" gameplay, and art is consistent and the dwarves looking like little lego dudes is kinda cute :P

Working together as programmers is generally a great learning experience so i hope you learned a lot, and even more as you continue developing this.

Good job, keep it up.

Developer(+1)

omgg thank you for such a great feedback!! we'll definitely take those points into consideration and work on it!