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It looks like we both started with the same idea of using dice as workers, and I think you nailed the building placement / resource economy aspect for sure. I had some small issues with clicking the UI elements in full screen, but it worked great in the regular window size.

I'm curious to see how the "dice for workers" mechanic expands to something at this large of a scale. I would expect (from the law of large numbers) that the randomness will average out almost completely (e.g., 100 farmers rolling a D6 will yield about 350 food very consistently). Or perhaps that's a design issue you can sidestep entirely if there is only tension to collect/spend higher tier resources that only have a couple of workers, then it won't matter if the lower tier (e.g. food) output is consistent.