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A jam submission

Gaia's RevengeView game page

A simple strategy game in which you must contain humanity's rapid expansion.
Submitted by Jay Kozatt (@JayKozatt) — 13 days, 34 minutes before the deadline
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Gaia's Revenge's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#204.0004.000
Audio#413.4003.400
Overall#413.4503.450
Fun#413.4003.400
Gameplay/Design#583.0003.000

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What would you like feedback on?
Any kind is fine. This is a new prototype that didn't make it into the GMTK Game Jam.

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Comments

Submitted(+1)

Really fun game and I like the graphics! I would recommend adding the ability to rotate things

Submitted(+1)

I like your game!

Submitted(+1)

Hello Jay and John!

I like your game! The music is fantastic, the gameplay is promising and the pixel art, color palette and overall look is just great. A lot of meaningful feedback is given already, so let me try to add some new thoughts.

Controls and feedback

  • Rotating the tiles might be worth a try, as it would allow some more intentional placements (see below)
  • When dragging mountain tiles, visual feedback about what gets destroyed would be nice (Jay, you already mentioned "Into the Breach" in one comment - I think this is a fantastic reference for such features - and in general, of cause - the game is a gem in so many aspects)
  • Audio feedback (SoundFX) when placing tiles as well as when automated changes are happening, maybe in sequential order, to allow players to follow what is changing bit by bit

More advanced rules

  • At the moment there are auto-rules for human expansion, but the nature part is only manually controlled be the actions of players
  • To emphasise the puzzle character of your game, I would suggest to add auto-rules also for the expansion of nature - patterns, players have to achive to trigger certain events - let's call them "Revenge of Nature" as an example
  • For example (ideas lean on typical natural catastrophies)
    • A block of 3x3 mountains turn into a single, huge 3x3 vulcano
    • A block of 3x3 trees turns into a single "Tree of Gaia" (spawns new adjacent trees every turn, when destroyed/harvested by humans, game is lost)
    • A block of 3x3 water has a "deep sea" tile in the center (maybe randomly spawning hurricanes, or fictional creatures like Nessie or Godzilla, if you want to go fancy)

Think this is all that was jumping into my head while enjoying playing your game.

Wish you good luck with the current Jam and as well with the future development of your game. Looking forward to it!

Developer(+1)

I absolutely adore your suggestion about 3x3 tile groups for some advanced plays. That's bound to add some nice depth, and a higher skill ceiling. 

I'm a little unsure about the "rotating tiles" idea. But not because it's a bad idea, rather because it's a little challenging  for me to do. However, I can look into it. It might a nice addition.

About the audio and SFX... I was just lazy, to be honest, hahaha.
Been having a lot on my plate lately, so I didn't bother to add sounds, animations, and VFX in general. I figured that as a prototype it got the idea across well enough for me to get feedback (and on that front, it has been pretty successful).

I'm really glad you enjoyed our game!
The overall feedback has been so great, that I'll definitely turn this game into a full release at some point in the future.

Submitted(+1)

I love the graphics! Very good pixel art and I liked the UI too

My critique would be that it felt like the outcome of the game is mostly determined by how many mountains the player is given, since they are the only means of removing humans.

Some possible solutions:

  • Add effects to the other terrains. Like Forests will only begin being consumed three turns after being played, or only the closest bank of water can be farmed or something
  • Slow the spread of humanity. Exponential growth gets out of hand quickly, slowing it may give the player a fighting chance
Developer

Yeah, the game needs rebalancing.

While I'm reluctant to remove the exponential growth of the humans, as it is very thematically appropriate, I could definitely do some things to curtail how rapidly they are able to expand towards resources. Which in turn should slow down their early stages of exponential growth.

Also, I'll play around some more with the side-effects of the natural features. 

Originally, the rivers were supposed to be more powerful, allowing for them to be placed over any occupied human tiles by "flooding" said spaces. That would have put them on par with the mountains in power and usefulness. But the time limitation from the GTMK game jam prevented me from getting it working before the deadline. And honestly, I had kinda forgotten that that was planned, hahaha. So thanks for reminding me indirectly.

Regardless, I'm glad you enjoyed the game!
Thanks for playing!

Submitted(+1)

That's true, exponential growth of humans is very real haha. I think slowing the early stages could be effective

That is a good buff for water tiles! I feel you on the time limitations, my teammate and I had many ideas that we couldn't get to/eliminated in brainstorming because we knew we wouldn't have time haha

Submitted(+1)

Great game i like the artwork and the concept!

I didn't really fully grasp the game and won most of the time with mountains and lost when i didn't get any haha

But even though i didn't understand, the theme and art alone is great and with a few tutorials everything will be fixed :)

Developer (1 edit)

Thanks for the feedback!

Yeah, a tutorial, or at least an explanation of the mechanics would probably go a long way towards easing players into the game. 

I think I might get around to creating a small in-game manual today or tomorrow.

I'm glad you enjoyed the game!

Submitted(+1)

The look and feel is great! The way humans expand, though logical and *very* thematically accurate, feels quite punishing when you don't get the right pieces to block their advances, especially when the forests get turned against you. Also there are cases where you can completely block the humans' advance and end up having to play by yourself and just fill the remaining spaces on the board with no pushback. I feel like there's a lot of room for growth (heh) in the puzzles, and the concept is great so I hope you keep working on it :D

Developer(+1)

Thanks! 

Personally, I kinda like those times when you manage to fully contain the humans, and are left to fill the remaining tiles by yourself. For me, on that moment the game kinda turns into a "sandbox" in which I can focus on creating an aesthetically pleasing map. Though I don't know if that side-feature will be appreciated by all types of players.

Perhaps, I could offer the option to skip that process for players that don't really care about that, and are only in it for the puzzle/strategy aspect of it.

What do you think?

Submitted(+1)

I think giving the option to skip it is a great idea! I do get the fun of filling the map in an aesthetically pleasing manner, but since you're only given set options to do so it ended up feeling (for me) more like a chore than expression, like being forced to put a mountain / forest / river *somewhere* instead of where I would have liked to put one in a more visual sense.

Maybe a nice middle ground would be to have the skip option and make it quickly autofill the map before ending the level, similar to how the humans build on their turn, so that all players can have the satisfaction of seeing the remaining spaces covered by nature?

Developer(+1)

Yeah, i could probably try something like that.
It's a bit challenging coding-wise, since I'm not too great with graph algorithms. But it definitely could be done.

Thanks for the ideas!

Submitted

Happy to help!

Just thought: is it supposed to turn the entire bunch of trees into the cities, and surround the entire bunch of mountains with mines?

Developer (2 edits)

Yes. Sorry that this is not explained in-game at the moment.

Forests get turned into cities when humans manage to place 2 cities adjacent to them. So placing forest tiles with flanks exposed can quickly lead to a chain reaction in which whole groups of forests get flipped to cities in a single move. Forests are like a phalanx. They hold the line, but if they get flanked, it can quickly lead to a complete rout.

Mines and Farms each provide one extra move to the humans on their next turn, and can be placed within 2 tiles of another human tile. So a chain of mountains can rapidly be covered by mines, and a river with farms.

Perhaps I should nerf the humans' ability to place mines and farms so that mines and farms don't count as cities for the purpose of placing additional mines or farms.

Yes, definitely need both explanation and nerf. Why should mines be counted as citied, though? These are two different types of terrain.

Developer

No particular reason. That design choice was made in a rush, lol. 
So yeah, it wasn't properly thought through.

Thanks for the feedback anyway, haha.
I'll revise the game's rules and add instructions as soon as I get the chance.

Submitted(+1)

It's a really cool idea and I love the message, but it's quite unclear as to how the human turns work, right now it seems very random. Something in the game explaining how it works would greatly improve it. Audio and graphics are great :) Keep working on it!

Submitted(+1)

The game feels very nice and I support the core idea with my full passion. Portraying humans as overexpanding threat is what games rarely do, but this is a very important message. 

The music fits the theme and tempo of the game pretty good. Art looks coherent and beautiful.

As for the game mechanics — it looks a little bit too random, as if the game lacks ways to communicate to the player when and where humanity will expand. I lost some games placing just a few tiles, and won some just randomly dropping the stuff on board. 

The overall logic seems understandable — mountains can cut off cities, cities would grow to adjacent tiles (sometimes?), rivers are op but you need to roll for them before tiles are getting used for other stuff etc. But I found it hard to actually strategically plan on what to do, as if random tiles are more responsible for me winning or not. 

I think that two main point on how to improve fun of the game are:

1. More clear communication on "human turn". When they will expand and where, so the player can act in advance and stop it. 

2. Less influence of random. To make more options in placing tiles and their types. Maybe simply expanding the number of available tiles from 2 to 3 will do, or changing the logic from total random to include some important types of tiles once in a while. 

Anyways cool concept and a very much playable prototype. Good work!

Developer(+1)

Thanks for the feedback!

Yeah, I've been thinking about it, and perhaps indicating what the next human turn will be (like in "Into The Breach") could help with reducing the sensation and influence of the randomness.

I also understand that currently the rules followed by humans are poorly communicated. I should do something about it as well.

Though, overall, I really enjoyed creating this experiment. And I believe the idea holds some pretty nice potential for the future.

I'll probably be working on it as a full release at some point in the future.

Submitted(+1)

Into the Breach is a great reference to the type of game you making! 

I do believe that idea has a nice potential, keep up the good work and good luck on your journey!

Hi. 

The game definitely needs a turorial or an in-game explanation of the mechanics. They were not clear to me.

The game doesn't have sound. Is that a bug?

A bit of animation would also be cool.

I feel that there is some potential here. I am looking forward to an update. Cheers.

Developer

Hi there!! 

Yeah, the game currently has no sound, nor animations at the moment. It is a very early prototype that I made in roughly 48h for the GMTK Game Jam that took place a couple weeks ago.

I do intend to revisit this game at some point in the future, as I realise it has some really nice potential.

Hope I don't make you wait too long 😉