Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Really fun game! Liking the combination of Anno/Settler style cities with Factorio engineering.

Here's what I noticed:

- It took me quite some time to get started since I directly need to make Bread/Pork/Beer. Maybe some softer unlocking mechanism would be useful here. Like, in Factorio you just really simply start out mining and making some plates and directly with full circuit assembly.

- Sustaining more and more people seems to be the goal of the game. But sadly having more People doesn't do anything which kind of feels unsatisying. 

- Any plans for stuff like maybe yields on the tiles to force some planning of the farms?

- I would rename "Build Farms" to "Build Fields". I had to intially search a bit around on how to build fields.

- Deleting a farm should probably delete its associated fields.

- Production buildings definitely need to tell me their production times! I don't know if I can use a 2:1 of farm/production building or not unless I place it.

- Would be cool if I could place a building or merger ontop of a belt and it would just be connected instead of first having to delete the belt.

- Feels a bit weird for Taverns/Markets being capable of supplying any number of people over any range

Bug:

- Built a House and a Farm, then pressed "Destroy" on the House and the game crashed.

Thanks for the feedback, I was definitely going for a Anno/Factorio crossover with this game.  as for your points.

  • the complexity of the production lines will scale with your progress through the game.  More production lines, simple and complex, will be added.  I was a bit limited for this demo day because of features that haven't been added yet.  
  • Having more people will lead to higher tier houses which unlocks more stuff.  It will take a bit more time to add.
  • I'm planning on adding biomes with the map generation in the future and certain crops will have to be planted in the biomes they grow best in.
  • That's a typo, I'll fix it
  • Definitely
  • A better UI with more information is on the todo list
  • A convince feature ill add
  • The range is limited based on the length of the road, you must not have built a large enough city to find it.
  • Ill fix this bug

What about production buildings needing workers? I think that would immedieately increase design complexity without needing to add more assembly lines.
If you implement tiering + biomes + workers I think you can get a great MVP going.