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Bug: I've only encountered it once and it was at the end of the round, so it didn't bother me. Just wanted to let you know.

Hover: I think it would be great to see the bonus-combinations, when you hover with the mouse over the cards (on the field and in hand) to see what kind of tiles they require to give extra points. (e.g. Hovering over a crocodile would show that you need a lake and a river to get the extra points.)

A few ideas/suggestions:

The wall-card is very strong atm. Also maybe it could be replaced with a grass card. It feels weird that it gives so many points to everything, when it's just a wall which would make people and animals be cramped in.

If you want more strategic depth maybe you could give some infrastructure cards the ability to play the second card in hand.

(+1)

Mm, yes, balancing is far from perfect at the moment. I tweaked scoring until it felt good and produced reasonable layouts, but wasn't very concerned with the relative scores between tiles. The wall in particular is difficult because it blocks growth in a direction but still needs to feel rewarding to place.

I'm definitely interested in experimenting with more complicated mechanics, but for a short web game without a tutorial it might be difficult to pull off without confusing new players. I'd definitely add a combo catalog if this were to become a full release!

Thanks for your suggestions!

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Good luck with further development. It's a nice game and a pleasant theme.