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Hey, thanks for playing and leaving the extensive feedback!

Agree on the UI not being best designed (time constraint and no exp in such advanced UI didn't help :D ) and notifications can be tweaked to not appear as often as right now, since they can be overbearing. We are also talking about adding the pausing feature (crazy that we didn't thank about that before, being able to pause to understand what's going on is quite the staple of this genre)

There was talk about possibly adding info how much resource given building gives when clicked on one with left mouse click. Sadly we only had time for giving out a witty description, but if we do a post jam version we will look into that and try to add it in.

Regarding balance of not too heavy impact in case of overpopulation and over all too much people coming in, than that is true. We mostly completed the mechanics and had no playtesting/balancing sessions. For sure we will look into balancing for any future updates.

With magical ore, it was mostly related to notifications and wall being damaged. But since it can be currently hard to understand the notifs and we also only had a few, this also needs to be addressed in any future version of this game.

When it comes to final goal, the upgrading of the wall and it surviving was the goal, but as said before, too many notifs, no pause function and UI being not best designed, most if it due to time constraint, probably made the goal not too obvious :D

Hopefully if we create a post jam version we can fix most of those issues and make stuff more readable.

And yeah a big fan of Tropico as well and fully agree on city builders needing some kind of goals and objectives.

Thanks once again for the constructive feedback!