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A jam submission

AstrosteadView game page

Card-Based City Builder Among the Stars
Submitted by Ricardo Antezana, cameronrebelo, LazarusGroves — 27 minutes, 45 seconds before the deadline
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Astrostead's itch.io page

Names and Email Addresses of ALL Team Members
Ricardo Antezana (ric.antezana@gmail.com)
Stuart 'Lazarus' Groves (lazgroves@icloud.com)
Egan King (eganrodneyking@gmail.com)
Cameron Rebelo (cameronrebelo@gmail.com)
Michael Tselentis (mtselentis9@gmail.com)

Categories Your Team is Eligible For
Overall Winner, Student, Hobbyist, Diversity, Best Art, Best Audio, Technical Excellence, Best Narrative, Best Humour (72 Hours)

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Comments

Submitted

Man this game is super cool and has so much depth for a jam game. It helps to have a team of talemted game designers and developers who can each contribute to something. Everything in the game felts so polished. Very well done on this entry.

FYI, I don't have windows so I tried playing the game using Wine on Linux and just for info to you guys, it worked flawlessly. Well done again.!

Submitted

This was pretty fun to play, and I love the aesthetic. The idea a colony on a gas giant is really cool to me, and I think the gameplay fit that setting really well!

I loved the art! The models were really good, and I love the way they almost feel like toy models. The card art was also really good!

As others have mentioned, there isn’t really a clear goal when playing the game, but I don’t think that’s necessarily a bad thing. If anything, that just means you have more options to expand the game mechanics and flesh the game out more to be even more fun if you want to develop it further! It certainly feels like there’s lots of “space” to add more mechanics/gameplay loops. I personally would love to see what comes of this if you do decide to develop it further, because the existing mechanics are pretty solid!

That being said, the gameplay that does exist is fun already. I found myself limited by money quite often, but in hindsight I suppose it’s better that one isn’t able to just spam buildings lol. The one that gave random stats (either black market or night club) was really fun to try to factor into my plans. And being able to see your colony physically grow in front of you as you place more and more buildings is really cool. I do agree with others that it would be really cool if it mattered where you placed tiles, as it would add a bit more strategy and require you to plan ahead a bit more.

All in all, a really cool submission that I really enjoyed playing!

Submitted(+2)

You've got something interesting here and there's a lot of potential, although right now the end state is always a fail so to me it's very loosely connected to the jam theme. Since you can't "win" this game and make a functioning home I would suggest rather a series of challenges for various mini communities that want to prioritise specific resources, with some sort of limit imposed such as a max number of moves or tiles filled. Right now I'm not really building a home (as per the jam theme), I'm just looking at minus stats and trying to figure out what card will fix it and I don't care what it is. (In the first game I played I tried to "build" a community visually that looked nice and kept certain types of tiles away from others but after that game I realised it was pointless. Here, too, others' suggestion of tiles next to each other giving special boosts (and/or perhaps the opposite) is a really good idea. (I think you said somewhere that you had it in your list, as well as random events - also a cool idea by the way.) As a player you don't really have a lot of agency in this game and are really at the mercy of the RNG.)

Pure random number generation never works properly (I know this from one of my own games, as well as Fallen London, where it's an ongoing joke among both the developers and the community) and certain probabilities tend to get "stuck". In all the games I played certain cards would end up repeating frequently (different ones every game), while others I would rarely or never see, so I would suggest some more advanced programming where you evaluate what's going on and nudge things a little here and there to compensate. Possibly as a result of this I would also find that one stat would be stratospheric while I had no way to fix one - sometimes two - other stat(s) that was tanking, tanking, tanking but I had no options to do anything about it. I played around six times and it was the same pattern every time, culminating in me failing after between ~19 and ~22 moves.

I love the 2D art and the music. I'm ambivalent about the 3D art, though not specifically the art itself but rather that it stylistically doesn't mesh with the 2D art.

Overall, though, as I said, you've got something here and I think you should work on it further once the jam results have been announced. Iterate, get community feedback on itch, repeat, and see if there's ongoing interest (if not, move on). There's a game called Backpack Hero that did that after appearing in the 2022 Finally Finish Something jam and now it's a full game that released on Steam etc etc etc. (Don't get your expectations too high because Steam success is very difficult to achieve but if you can build a game that really has depth and long playthroughs that's the Steam audience.) (I'd also recommend looking at a game called The Final Earth 2 for ideas of how buildings next to each other influence each other.)


Other advanced mechanic ideas:

• As mentioned by @Ed_Sforzati, a way to augment placed cards but I'd also suggest a way to remove buildings (at a cost, of course), which would also require the ability for you to see how a building is influencing the stats.

• Perhaps a way to reduce the new-round cost increase on a specific stat? (Using a specific card or an augmentation or if you group three hexes that are the same together or whatever.) You might not need this if you change the game to having specific goals, rather than being "endless" play.


Finally, some usability notes:

• I would prefer if the values are on the cards rather than on the side so I can see all three options at the same time instead of constantly having to roll back and forth over them to try and figure out what to do.

• I was playing at 1920x1080 and the font size for the explanatory/flavour text is way too small. Similarly the font that you use for the title as well as in a few other places looks really good when it's large but it can be hard to read when it isn't (in particular, the "2" looks like an "8").

• The info box top left has the icons in a different order to how they appear on the cards.

Submitted (1 edit) (+2)

Very beautiful game, with a surprisingly familiar take on the theme and execution!

I think the game is fairly hard, with it also being quite difficult to exactly determine or predict the current and ongoing changes any of your immediate or previous choices will have on the multiple different factors and statistics. I also can’t tell what previously placed tiles do after the fact.

The card based gameplay is nice, as well as the ability to sell/delete some cards, but I would also like to see augmentation cards, that could act as upgrades or modification to existing buildings, in order to sway their impact post-placement.

There are also times it acted slightly counterintuitively, such as when I drag a card to place it, not letting go yet, but it immediately slots into the nearest slot. That felt a bit jarring at times, not giving me a chance to consider things without making absolute decisions.

Ultimately, I am not sure how to beat the game, if that is even possible? Therefore, I never succeeded in “making it a home”. I might just suck at it, though!

All in all, a great entry, and I hope to see a lot more coming from your side in future!

Submitted(+2)

We had lots of fun playing your game! Well done! 

Developer(+2)

Thank you so much for this video!

Having live gameplay is definitely something we greatly appreciate as it allows us to comb through multiple interactions and user experiences that otherwise are shrouded behind comments. Thank you for the feedback!

We had just as much fun watching your playthrough believe us!

Submitted(+2)

Oh, this is cool! I like a lot of the elements that you chose to work with here. I played a couple of rounds of it and found it quite challenging. There is lots of potential to polish this up and turn into something more! I skimmed through some comments and I definitely like FluffyPankreas's suggestion of having spaces influence each other.

I'd also perhaps like some way of refreshing a hand entirely? Perhaps on a cooldown or at the expense of not earning anything from the discarded cards, etc. Sometimes I just found I had the entirely wrong cards and burning them one by one wasn't bringing up what I needed.

This is a great entry, though - and all the best with the jam!

PS: I also figured I'd share this screenshot - if you could have only witnessed the tangible relief that I felt when I drew Galactic Era's Tour. xD


Developer

Thank you for the feedback! We originally had so many awesome ideas such as tile adjacency bonuses and an events system - like asteroid showers and alien invasions haha, but due to time we had to cut it out. We definitely like your suggestion, and I think we will continue with the game. Thank you for sharing your screenshot, glad to see you had some fun!

Submitted(+1)

I played 2/3 rounds of this. Quite a cool concept. I really like the audio, it provided nice ambience while I was struggling through the tough decisions of which cards to play. I felt like there is a lot of untapped  design space in having hexes that are next to each other influence each other. So for instance a police station next to a nightclub is bad for both, while two apartment blocks improves happiness even more. That would give the spatial element some value and an additional layer to consider.

All in all was very well done. Card art is cool and simple. I liked the sort of abstract/symbolic style of it.  Nice entry.

Developer

Thanks for the feedback! :D

Submitted(+1)

Really like the look of the game, playing the cards to see your town grow was a great idea, and the models looked cool... Well done! I agree with the other comments there needs to be a more clear goal, maybe a "quest system" to focus on or be more clear on what is going to ramp up when so you can plan a bit better.

But still a really good game I enjoyed... good luck with the Jam :)

Developer

Mmmm definately, thanks for the feedback! :)

Submitted(+1)

Cool idea. I like the two types of cards, which gives a cool bit of variation. Also, the cards gives it a good bit of randomness, though it also seems to be a weakness in this game (at least for me). I was often stuck just discarding card after card, trying to find something to bump up energy and not finding it. I also often seemed to get the same card a couple of draws in a row (very often the interstellar loan), which got a bit frustrating.

I also couldn't really find a good end goal to aim for. It seems like it's a "try to keep the colony alive for as long as possible" sort of game, but it felt to me like it needed some kind of goal or end point maybe.

Developer (2 edits) (+1)

Thanks for the feedback! The RNG element is something to keep an eye on like you said, perhaps some sort of pseudo RNG would provide a better experience all-round along with a clearer goal element or scoreboard.  btw: We also really liked Terrafrontier!

Submitted(+1)

I think that Astrostead aspires to be more than a jam game, which is good for the game but bad for the jam. The game looks great and it presents its underlying concepts and story nicely, but the gameplay feels aimless and uninspired, like a badly truncated version of what you were trying to make. If you are planning on turning this into a much bigger game, I hope it goes well for you because there is something cool here! It  just isn't coming through in the jam.

Developer(+3)

"which is good for the game but bad for the jam" really stuck with us, I think our initial scope was much larger for our first time trying so we live and we learn! Thank you for the feedback it's greatly appreciated!