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This is a larger project that could be developed more, although its technical aspect is ok.

The main problem is that the game presents a story and building mechanics… but there is not much to do with these. There is some exploration, but it falls flat as there is no danger in the world and no obstacles to overcome.

The game reminds these:

  1. Heroes of Might and Magic and other rpg/strategies, where you build cities and explore world. HoMaM is turn based, and hero has to fight various monsters (and other heroes) that are blocking their passage. You are spending resources on better army and sometimes on story advances.

  2. Various story based open world games, where you explore world, meet various characters and converse with them. In many such games you have to fend off monsters, wild animals, bandits on your way from A to B, so you can visit C… In many games you get quests (even side quests) that are not only about dialogues, but also about some more exploration a resource management. Most of these games are real time… but they usually don’t have city/base building mechanics.

It might be very hard to combine these approaches. The game needs some more baking in a designers’ oven before any development continues. The key is to offer the player deep story and interesting choices and dilemmas, risks and rewards.