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(+1)

When I saw the turns passing I initially thought of DOTage, but it is obvously different. What I can say is that I'm usually not a fan of what I'd call empty turns, where I just click the pass turn button repeatedly to pass more time until I have X wood or whatever. Imo in turn-based games every turn should encompass an impactful decision that is made. Waiting can be one of these decisions, but in most cases it isn't. Plain waiting for enough resources to be gathered is not interesting, so there should be some other decisions I can make while also waiting for the resources on the side. 

(+1)

Thanks for the feedback!
The idea is that there will be plenty to do every turn once the game progresses. I could make the first turns more interesting by already giving the player the resources they need, and somehow artificially reduce the building times. However I deliberately opted to include a little bit of empty turn passing in the tutorial just to teach the player how the concepts of turns and action durations work. But I will try to think of a middle ground to increase the pace and still ease into it!