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(1 edit)

Super great job on this. I played all they way through and logged my thoughts throughout to give you more detailed feedback. Usually I don't unless someone asks but I feel like you might apricate it :) I am really amazed by what you made in just 7 days and it certainly deserves more attention!

Good:

- I really like the visuals, music and the vibe of the game, it felt super chill and something I would boot up after a day of work.

- A LOT of content it seems like, not sure how you managed this in 7 days but you did a great job. Most of the things are really polished.

- The tutorial is a large plus, without it the game would be quite unplayable.

- The whole card mechanic in a city builder is quite unique and cool!

- Plus point for disco light and disco floor.

- There was something very satisfying about the building aspect and just walking back over the bridge looking at everything that you build.

- I really like the storm mechanic, it forces you to think about your unit placement as you will be losing some of them later on.

Feedback:

- The white arrow in the beginning let me believe that that was what I should do first which lead me to be confused for a bit about what I should chose and what the goal was. Just after a bit I noticed the text in the bottom right and the second prompt was related to the arrow.

- I would be nice to point the player towards the first card, as someone who struggles a bit with choices it is hard to know if the wood farm or the cookhouse is good as the first building.

- The "collect" button for resources doesn't seem to light up, but it does for buildings, which is a bit confusing. I think having a different type of indication for new buildings would be better.

- Though there is a lot of content, it was really overwhelming. There are too many choices even if the tutorial leads you through it. I think it would be best to remove all the other choices in the tutorial so that the player doesn't have to think about anything and just follow instructions. I found myself having the urge to just spam click everything that looked fun without really learning what I was doing.

- The timer on the card getting is quite short in the beginning, before I had the time to think about what I wanted to build next I had 5-10 cards stacked up and then went on another spam rampage again haha. It gets better later.

- A bit of performance issues (mainly frame drops) when building.

- I had to build through an island? Maybe its cool to put things on islands but I feel like its a waste and it should just be a walkable spot which is added to your total bridge length.

- Adjusting camera angle caused MAJOR lag spikes sometimes.

- Sometimes you get two cards of the same type which doesn't feel great.

- I think most of the feedback comes down to separating the tutorial in its own little scene where the player is forced to build a certain small bridge and get the hang of the game-loop as it is quite complicated and there is A LOT of stuff happening and to learn.

- It was unclear to me what the storm would do EXACTLY which caused me to not understand that I should think about my unit placement a bit better. I restarted and the second time it went way better!

(+1)

Wow! Thanks for the detailed feedback, I really appreciate thoughts like these! They're all valid points and it looks like I'm going to have to think about, especially the onboarding/tutorial process.

- Ah, I think the arrow for the card should be linked to the "Take a card" objective now that I think about it, rather than have the arrow already visible by default!

- Regarding the sense of overwhelming and preferring to have less choices, could you elaborate a little bit more on what kind of choices you think can be removed? Just want to understand how your experience/flow was like that led to that overwhelming experience, so I can improve it for future players!

- The collect button only lights up for buildings that the player has yet to unlock. The intention is to show that they're kinda "recommended picks", something like that haha. I see now this is quite inconsistent and probably it needs to be recommended or highlighted some other way perhaps?

- The first five cards had been manually hardcoded to have a shorter than usual timer as I thought the game was pretty slow at the start, but now I realise it's not a bad thing for it to be a little slower paced at the start as it is the phase to learn how the game works afterall, so I will be tweaking that, thanks for this!

- I think some kind of tooltip over the storm timer briefly explaining what the storm does might be cool. I also intend to add a kind of 'checklist' panel to help players prepare for the storm after all objectives have been completed.

(+1)

I think the main thing was that it was  ALOT at the same time in the beginning, even with slight guiding through. I wouldn't remove anything from the game directly but would maybe introduce cards / mechanics a bit slower. As you said, it's not a bad thing to start of really slow and get crazier the further you get / longer you play. Especially if there is a very short tutorial type level with limited amount of cards (removing all the fun things or most of them and only focusing on the core elements).