Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

A very interesting one. I love this type of strategy games. Some critique:

  • A few levels in, I still can not get when the villagers start to starve. On the first level with poison, I had one villager left with some fish left in a couple of housings - like he had the food, but he died from starving because nobody brought it to the distribution place?
  • I liked the game feel. The music is not distracting, but keeps the atmosphere and focuses you on planning the destruction; the sounds are really enjoyable, I particularly liked this horn that notifies about the victory. However, I can't recall if the repairing of the buildings had any sound.
  • Sadly I couldn't really understand how the game is related to the topic. Like, you do destroy instead of building, but it's just an opposite goal in my humble opinion and not fully "failure is progress", because you don't fail in this game.
  • The second point on the game feel: the death of the villagers is so satisfying. First, you see the exclamation marks, and then you hear how they are simultaneously dying. Good job here.
  • I liked the art style of the actual game: undetailed artwork reminds me of old flash strategy games, for instance, Pre-Civilization: Marble Age and Kingdom Rush. On the other hand, the used color palette can be improved to be more pleasing - but I like that the design is not messy.

Very well done, buddy! This game has some potential that the fans of Pre-Civilization and Kingdom Rush and similar games can appreciate!

(1 edit)

Thanks for a GREAT feedback! :)

  • Yeah, the villagers routine and needs systems turn out to be a little overcomplicated, thus it's hard to grasp solely from observing them. Their behaviours should be simpler to be more readable, easier to predict. The villagers always eat / drink when visiting the house, assuming fish and water is available there. Then they proceed with their routines, and it doesn't matter if fish will be delivered to the house a fraction of a second later, or he will carry fish as a fisherman - they can only eat when visiting the house. It's deterministic, but not clearl enough for the player I would guess.
  • We also fell in love with that horn sound, it's so majestic :D You are right, the sound layer can be extended by repairing (as you suggested), burning, extinguishing sounds to name a few. We simply ran out of time ^^
  • Yeah, we approach the topic in a way "their failure is your progress", so your job is to cause others to fail, bring failure to functioning village. You are not failing as a player, so I understand that one can not be convinced by this interpretation :)

Kingdom Rush, dayum, I totally forgot about this one! I put some serious hours into that thing years ago xD I'm really glad you liked the game and again, super-thanks for feedback! :)

The problem with the villagers is not that they are too complex on their own, it's just not clear if different skins mean different jobs or they're just variations of one villager. I could understand the hunger/thirst mechanic shortly after I started playing. The system is good, there should just be more introduction to each villager's role.

Yup, different skin is different job :) I agree, introduction is definitely the thing that is missing.