I really liked the aesthetic and concept of the organic buildings (gives a lot of worldbuilding ideas). I loved how different structures you build could merge together and was positively surprised the first time it happened to me. I tried out placing things in different shapes to see if there were different things created. Also the interaction between buildings was neat. Getting more points from placing crops next to water and forests next to crops.
The first time I played I just lost, having no idea how my population died, thinking I was keeping my resources at a good level, but probably that was much clear. (As in I thought that as long as I had resources they would be fine but turns out I needed to have more than 100% at each resource).
A lovely jam entry.
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Thank you for playing and taking time to leave a comment! :)
I was afraid that, as it is hidden, the pattern mechanic would be too hard to discover; I guess I worried to much. ;) I'm really glad you liked this feature in particular. We think of it as second call to the theme because the player has to rediscover how to build farms, water channels, etc.
About the clarity of the gauges, that's a fair point. The idea was the following: you have to keep the production of each ressource at 100% because it represents the needs of your population (we didn't have the time to scale the needs to the population level). If you have less than 100% production, you don't meet the needs of your population, so it decreases.
Actually, we find particularly difficult to synthetize "you have to compensate that much techno-building production and you have that much low-tech production while the needs of your population are as much" in a simple graphical representation... We admit our choice may not be the clearest option so, if you have any suggestion, please feel free! :)