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Terrafrontier's itch.io pageNames and Email Addresses of ALL Team Members
Jaco van Hemert (jacovhemert@gmail.com),
Ed Slabbert (EdSlabbert@gmail.com),
Wiehahn Diederichs (wiehahndiederichs@gmail.com)
Categories Your Team is Eligible For
Overall, Hobbyist, Art, Audio, Technical Excellence
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Comments
I really enjoyed this game! I may be a bit biased since I love games with fairly complex systems like this, but I had a lot of fun playing this game. It was really satisfying having to plan ahead and decide in advance what I was gonna use certain tiles for, as well as trying to predict where the AI would try to place tiles and blocking them off.
At times I did find it to be a bit unforgiving, as sometimes it felt as though all of my turns were spent undoing what the AI was messing up without being able to make any progress on my own goals. To be honest though I think that might just be a skill issue on my part lol.
The music and art were really good too! I especially love the art style used for this project, the drawings are pretty good! All in all, a great game and a lot of fun to play :D
"Ha!" I thought. "This is so easy!" I just watched the stats and placed tiles accordingly while being careful to block off the opponent so it wouldn't have too much space. Then a year before the colonists were due to arrive a capital city sprung up out of nowhere and messed up my stats so I had to bomb it on the last round and then I won. I laughed.
Then I played a few more games and the objectives were a little bit more difficult to reach and the AI was a bit more aggressive and so I lost (and understood why people were saying it can be difficult). I also had a game where the best approach was just making craters for about the last 20 moves until I won with a crater filled industrial wasteland "paradise" with just a little bit of greenery and water near my lander.
I really liked this. It is so polished. Well done! The art looks great and I loved the interface. I also really enjoyed discovering the combos, as well as the variety in the replay because the objectives change. This was just a great experience all round.
One small thing: I had to crank the audio on my computer almost to max to hear the music (I didn't realise there was any until I saw people mentioning it in the comments). It also turns out I didn't actually hear the nuances of the audio either. So, really good music and audio design too.
Once again, great job! Congrats.
Really liked this game! It has a tendency to start slow sometimes if the player and the opponent have similar goals at first, but love the feeling that its a puzzle game where someone else keeps coming in and messing with the work you have done. Especially near the end can get stressful in a good way when you are bouncing back and forth from being in the green.
Took me a bit to get how combinations work and it just felt like my first run was a bit wasted because of this, but did add some nice variety and more depth to later playthroughs. Maybe it would be better if they were explained to the player and not just something you discover, as planning out the space for them really added to the fun. Really good work with the limited number of tiles you did have though.
Overall really enjoyed it, would love to see more stuff added or tweaks to the AI to make it more ruthless
Contrary to some other feedback I think that nature of the game, being a strategy tile-based game, is incredibly well executed and each tile provides information as to how it affects the environment with clear goals front and centre! I truthfully only had to skim the instructions after a few wins (and losses xdd) to really try-hard and minmax the winning element.
With regards to gameplay, I often found I could let the AI handle one of the three metrics for me then cull their structures on a need to go basis if they pushed the metric too far down. A workaround to this could be perhaps theorize an opponent that needs as harsh conditions as possible to live and works actively against our buildings with their own unique buildings, if not too convoluted of course.
The mechanic that really makes the gameplay pop is adversarial nature of playing against another inhabitant. It feels fair to play against as it's not too perfect where it feels like you're getting battered around by a StarCraft pro, and doesn't (from my playthroughs) know how to destroy buildings as such. This leads to feeling like you can create a bit too freely but that's perfectly fine especially against an AI (If you were to implement PvP I think this game could well and truly be a tonne of fun, but I am a competitive PvP player at heart so I may be biased).
The missiles and nuke actions feel very engaging as they often do in these sorts of tile-based strategy games like civ, and I think the animation really hammers it home along with the SFX, music and art style! Each tile was also thought out and it makes intuitive sense as to why a giant mirror for example lowers temperature, I love it!
The only real 'criticism' I have is that the less instructions the better I always feel (much easier said than done of course). The only 'missing' element that impedes intuitive gameplay for someone who is well acquainted to the genre is being able to hover over combination tiles to see just exactly what they did when combined. This can remove the one hidden element of "Hey I saw my mirrors combined there, but just how much did they do numerically and should I do it again?".
Incredible execution guys! Hope you take this further, I'd love to see some developments in the future if you plan to :)!
Thanks for making this game, we had fun playing it!
The idea of the opponent is that they have their own required ranges for the three global parameters, and are trying to reach those. We probably should have added something to show what the opponents goals were; it can get a bit unclear if their required ranges are similar to yours. (Also, the AI is pretty basic, so they never use missiles or nukes.)
But overall, it looks like you guys figured things out through trial and error for the most part, which was cool to see in real time! Thanks for playing!
This is a very interesting implementation of the theme! Terraforming is one thing, but competitive terraforming is another thing entirely, and definitely not something I expected to see! Great work and entry. It's cool, and I rather love the artstyle and music too. Some good polish here!
Honestly, I found this very satisfying to play and I'm personally also very fond of the fact that you encourage experimentation. Experimentation and discovery is an element that I honestly wish we saw more in games. It's just such a little joy to me to work out things about a world. Kudos for that!
Good luck with the jam!
PS: I rather enjoyed getting into a bit of a mirror match with my opponent xD
Not going to lie at first I was lost. But then you start to figure things out and the opposing “player” does really add a lot to the game. Very very on point for the theme as well.
Fun game, I like how you to have to maintain a balancing act once you get the right values. Would be cool to have faster and slower modes that change how much time you have.
Tried to play this without reading the instructions first. Not the best idea. Really cool little builder though. I love the idea of interplay based on positions like this. The fact that the enemy also builds things does create some interesting dynamics.
I also enjoyed the counterplay possible by attacking the enemy tiles. Nicely done.
Really well made game, lots of polish. The is also a really interesting idea, the competition over limited space, and effecting others tiles, definitely reminds me a lot of Offworld Trading Company. I think though maybe having the buildings effect more than one of the global parameters would make it a bit more challenging, otherwise really great game and good luck with the Jam :)
The interplay between your own actions and that of your opponent makes for an interesting dynamic, and enjoyed trying to work out the different combinations. Had a bit of a laugh when I nuked my opponent's base and they continued to put down tiles.
Would be really cool if there was a secondary aspect to the terraforming that is purely beneficial to you as opposed to being globally beneficial/detrimental (so you get the tug and pull of both wanting them to drive the planet's terraforming in the desired direction but continuously gain advantages that allow you to push your opponent out.).
A bit clueless at first, but lean into experimenting and once you've found the combinations, it becomes less of random picking and more of a fun strategy!