Hi, thank you for providing in-depth feedback, I really appreciate it. A non-English native speaker like me would spend more time writing feedback, than actually playing the game, lol.
As the player progresses, they gain a surplus of resources, making it too easy to spam buildings and win. I would recommend adding more enemy types and reducing the number of resources gained to make the game more challenging.
It is definitely true that the game becomes way too easy after the first 1 minute. I suck at maths so I just can’t figure out how to balance the productivity and the enemy strength as the game progresses. Plus, game jams never have enough time for us to do a lot of testing and adjustment. But like my team and your team who still doing strategy games for the sake of challenge and diversity will understand, a game jam is an event to jump out of the comfort zone :).
As of now, to produce 1 unit of resource, the formula was just 2 seconds×0.9ⁿ, where n is the sum of the level of the resource buildings.(e.g. 1 farm will speed up the production to 1.8s, 2 farms will be 1.62s).
Maybe we should further slow down the initial speed production speed and reconsider the whole resource gaining formula.
Additionally, managing mines and farms can become tedious as the game progresses, so it might be helpful to give players the option to upgrade these structures instead of having to build new ones. Increasing the price of each building over time could also help balance the game.
Actually in case you didn’t notice, we provide leveling up options. Once your buildings are destroyed or you are defeated, they will become ruins. Then you can build things on top of the ruins to level up the buildings. On the other hand, we do agree that we should consider an alternative for players to level up buildings proactively instead of passively waiting them to be destroyed.
Increasing the price overtime would be a nice idea however we will need to think how to implement the inflation mechanism intuitively into the current gameplay. Essentially the players will need to kind of foresee or be informed when and how the game progression affect the price.
We have a hidden potential deck-building system where players could gain stronger cards at a certain point in time. Although there is a deck system, but the “deck-building” part is not implemented. Maybe it can become a good starting point to improve the current game play.
Finally, during the mid-to-late game, it can be challenging to keep track of where enemies are attacking. Adding a visual indicator would greatly enhance the player’s experience.
We haven’t think about the mid-late game yet tbh, but I think it is indeed a good suggestion as well.
Thanks again!