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(4 edits) (+1)

What I liked about this game:
-The gameplay
-The gameplay
-Ah, and also, the gameplay

What I think could be improved upon:
-This game desperately want more depth. This game can accommodate way more than 41 cards. The same four starting terrains especially are a big limitation to replayability.
-There are no fairies in this game :-(

Dev Feedback Question:
-It was pretty easy for me to understand how the game worked
-I got 145 points on my first try, 147 on my second, then I never lose a game
-The more hard runs where by far the ones with swamp badly placed (like in a corner and next to the jungle), and the ones with no early obelisk/longhouse
-No problem with that

Random thoughts:
-Most of my games where easily won by abusing the combo between the swamp and the obelisk/longhouse.
-I think a bit more could be done to make level 3 storms feel worse than the level 2 and 1 ones
-The grassland explanation wasn't pretty clear to me
-Seems like you can win if you play the nuke plant on your last turn
-What happens if you have no more building to play, but haven't completed any of the finish conditions (if you duplicated clocks to have no time issue and duplicated castles to give yourself enough space)?
-I see what you are trying to do with the pagoda, but it is quite hard to get good value out of it


As a bonus, another win end screen:

  • Glad to know you liked the gameplay :)
  • I'll work on adding more cards, specially terrain.
  • Swamp and Obelisk/Longhouse is a powerful combo.
  • Grassland explanation is a bit long. Is it easier to follow once it is triggerred? Will work on making the explanation more intuitive.
  • Yeah nuclear plant can be played on the last turn bypassing the turn penalty. I felt the value of 15 was reasonable for that, since playing on the last turn is also a restriction of some sort.
  • I considered the running out of buildings situation, but didn't give it too much thought as I felt it was unlikely. But clock and castle combo is a good one! If that happens maybe the player should lose?
  • For the Pagoda, I had more mechanics to refresh the hand, making it more likely to draw it again. But it was a bit excessive so I removed them. Will add in some stuff to assist Pagoda in future.

Thanks so much for playing and the detailed feedback!

(+1)

I think you could say "When a building is placed nearby , transform a random other card of your hand into a copy of the leftmost card of your hand". That would make the terrain effect clear before trying it out.
If the player has no card left to play, the game should probably just end with a defeat.

Don't forget the fairy. ^^

Thanks, I'll work on rephrasing that.

Oh yes, the fairy. The game only has buildings/structures right now. But if there's something associated with fairies I'll be happy to include it in the game :) I already have Tree-House. Or Mushroom-House. Can call either of these Fairy-House. Or Fairy Castle, etc.

Maybe a fairy forest?

Hmm... would that be a structure? Or could be a terrain?

Also if you have ideas on a suitable mechanic/effect for it that would be cool :) I'm not too knowledgeable in fairies. But considering they're into magic and such it should suit a bunch of effects.

(+1)

It certainly should be a terrain. A bunch of effects that would suggest trickery or randomness would work, my first idea was "when a building is placed nearby, give -3 if it has an uneven number or +1 if it is even)"