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"It took me a second to realize that the fertility levels of tiles in future loops could be increased based on where you place things, that's a really cool touch."

This is _exactly_ what I was going for. I really wanted the player to find out on their own that the decisions they made in a past generation impacted the fertility levels of the soil, and I was hoping the player would experience a 'eureka' moment. 

This is why some of the suggestions about making the game a little harder to reach explosive scores resonate so much with me. It's currently already possible to figure out the rules of the game, restart on generation 1, then go for an extremely long run. If it were a bit harder, then cross-generational planning would actually be important for getting a good score. 

Your comment made my day. Thank you!