What did this game do well?
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A 'mini' version of a town-building, resource generation game is ambitious and really interesting. I think the basic concept is pulled of well here for a quick prototype. The visuals are clean and easy to read, the simple point-and-click controls are responsive and intuitive, and my goals as a player are easy to understand.
The game stresses a lot on strategy which I think is interesting. The player are given a lot of actions to do which I think is interesting. The UI is simple and easy to understand.
The game mechanics is good, and this reminds me of those strategy games such as 'Civilization IV'. The management between component and make decision with the time limitation is a good consideration, and I feel like this game could gain many fans after few changes.
The instruction page is clear and give players a lot of choice of play style to this game.
This game has a very simple but interesting mechanism which is essential for resource management games. The UI is effective but simple enough. This game also offers a tuition on how is the game working, which is good.
The game functioned well liked seeing all the different models and game assets available it felt like I was building my own little town, and it was great to see the numbers going up.
Great simplification of the resource management gameplay loop. It manages to be high intensity despite requiring low dexterity, and there are enough resource tradeoffs for each action to keep you engaged.
The game is very strategic in a way that pushes the player to think which objects to put first and which ones to put next. The game also considers a variety of objects for the player to use, adding complexity of the game.
The aspect of picking and placing buildings while managing resources to create your village felt nice.
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What could this game have done better?
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I think there are just a few small tweaks that could have made big improvements. The resources should update more regularly, but in smaller amounts, so it isn't as much of a surprise when the player loses suddenly. It also feels like some of the buildings have somewhat unintuitive effects that can make it difficult to understand where one made a mistake.
The game mechanism is not very easy to understand and needs more explanation. Like why would the society collapse if there's a surplus of production? Does the placement of the buildings on the map affect your chances of surviving?
First, I think a balance and time-progression could be added for later version: maybe the enemy attack starts with a low level and regularly build up, and if this functionality is ensure, the game will be more 'new player friendly' and give players more choice of playstyle to master this game.
Next, I think building a single-person strategy game with a timer might be a little too much for player. The idea is good, but it might just be my personal feeling that strategy game is not going well with the timer elements. I think the reason of adding a timer is to limit the thinking depth of player or to faster the game speed when multiplayer is performed, and this might not be a good element to add to this game. As alternatively, adding a button to let player say that they are ready for the next attack might be better.
Some minor change such as add music might also helps.
One more thing, I think instead of labeling everything on the right-end screen, it will be better if all data are display at the top and all buildings at the bottom with cards that specify the cost and effect. Because right now as a new player, I'm feeling too much information is coming to me and I need to keep look to the right side and the game is over somehow. Plus, maybe states player is losing because they do not fulfill which requirement, such as they do not have enough army power, will help as well so that players will be able to adjust their strategy for the next try.
The statistics can be polished further. Currently, the game is so hard to continue. I think there might should be an auto increase in the money, since population lives with economy. And I think in most of the cases, I don't know the exact reason for game ends. Probably you should add the reason of failure on the game end screen or add some warnings on the ui during the game.
The game didn't fit in my resolution so that was an issue, I wish there was a bit more player feedback and control felt like I didn't have much playing time.
I think the player should have a tiny bit more time at the beginning to take things slow and understand what each building/item actually does. The game can end in 10 seconds if you don't make the right moves immediately, and there's no moment of reprieve for you to even sit and understand the full effects of what everything does. This can make the game feel more random than it likely is. A short tutorial level or a slower pace at the beginning would go a long way
The game could be a little confusing at the beginning because the player might not know what to do in order to win. There could also be more feedback on how the player loses, so that the player could improve next time. Adding animations could make the game look more fun.
The UI felt very boring as it was just the default box and text from unity. Not a lot of feedback on certain elements to the game. I couldn't tell if I was going to reach the cap or not and would die out of seemingly no where. The goal of the game wasn't very clear even after reading the how to section