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(6 edits) (+1)

Gameplay is engaging, potentially not straightforward, somewhat simple, hard to master, a worldbuilding chase. It has turn-based actions, cycle timers, and random islands. This is an extremely immersive game, and if you can get past the randomness of both the island map and the landmaking it even has replay value.

I enjoy the loop, personal challenges (details below), the individual tile animations, and how well the whole concept works.

I don't like being forced to use a custom mouse pointer, despite that it is implemented well. At the alter, mispelling with "grain." Occasionally crashes.

Gameplay problems: Resource tile redesign because there's a bit too many tile types, and don't take this as a request for turning the game into a pity party. My first suggestion is to have a spinner over the counter when creating islands so with skill a player can landmake with 1-6 tiles, so with 6 tiles there's a better chance to get resource tiles or with 1 tile it could solve gap issues. Second suggestion is prayer on any tile when no other options are available which always does something. Like rain in the desert, spawning ruffians who could beat you up, messes with the void, get smited, and so on. 

Wishlist: a voidless mode (maybe a point deduction system?), more quests (you really have a great eye for constraint design), a beggar mode where you start "out," and an "Oregon Trail" mode where anything beyond 1 tile is fog of war (but you can store more than 100% - potential for other upgrades?). I currently play 2 ways, so maybe you could make achievements: tile by tile and nostop where I have to place tiles that allow travel as far as possible and I must move to that tile. Also interested in some type of warning that you will run out if you make a move.

(+1)

Thank you so much for the feedback! I'm glad you liked the game and your feedback is amazing!

- I agree that the amount of tiles is a bit much, and blurs the purpose of each tile-type a bit too much. Having a more well-defined purpose for each tile is very important for the game not to become confusing.

- Allowing the player to better dictate the amount of tiles in the next island is a great idea! You are right, the lack of control can be very frustrating at times, and honstly I don't know how I didn't think of it myself, brilliant!

- Warning the player that a move will make them starve or dehydrated is a good idea, and should bring a bit more clarity to the game.

- Thanks for finding a misspelling, I'll fix it :D

- I would like to introduce more 'quests', with things you have to find or build.

- An option to turn off the custom cursor would be pretty easy to impliment (I think), and is a good idea. I'm not sure how well the cursor scales and it can be kind of clunky.

- Adding more abilities to 'Upgrades', like boiling water, playing for rain, foraging for food, boosting the chance of animal encounters... and so on, could be a solution to the problem of not having anything to do on a tile.

- I would like to add an achievement system (it is a lot of work tho).

New game modes are a bit out of scope for the time being, but I will definitly keep your ideas in mind!

Again, thank you so much for the feedback, it means a lot to me!!
and even though I can't do all your suggestions, the fact that you took the time to write out such a thoughful post means a ton!