The googly-eyed wildcard is such a nice touch. *chef's kiss*
Joshua Galecki
Creator of
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Oh yeah, that's not something you can come back from. Almost any piece added would be eaten instantly.
Part of that comes from the simple AI I coded up for single player. "Random Randel" doesn't take the board into consideration at all when he plays a move - that's part of the reason he gets such a huge handicap. If you're looking for more of a challenge, try playing him where you don't capture any of his pieces for X turns, or where you don't try to capture his pieces at all.
Fixed in the latest update! There were some weird windowed / fullscreen logic to work through, but the latest version accepts Alt+Enter and F11.
There is some small weirdness to note - the game starts off in windowed mode, but if your monitor resolution is 1920 x 1080, then the game will look like it's in full screen mode. It's really windowed, but the title bar is drawn outside the monitor. Working through the weirdness this week.
Thanks for the feedback - that's how the game gets better!
Thanks for the feedback! Difficulty is a difficult thing to tune, as it turns out. Even more so because it's hard to see your own game with fresh eyes.
My (privacy-friendly) analytics system is telling me that there are about 40 games won to 650 games lost. Maybe that's a little low? On the other hand, many of those lost games would have been people playing for the first time. Tricky.
At any rate, you've convinced me to add a "Creative" mode to the Steam version! No rent, no deadlines, just building!
That's a good idea - actually hadn't considered that. Maybe you could unlock another block of 4 layers after you beat the normal game. I'd have to consider the player's ability to add more income to lower layers in the stack, but I'm pretty sure I can add 0's onto the end of the tax bill faster than the player could keep up ^.^
Hey, I'm glad you enjoyed it! I've got a bunch of improvements planned for the Steam release. I'll be consulting with a UI artist to improve the basic theme already present and to make the effects of buildings more legible. (I've been playing a ton of Cobalt Core lately, and I think I can take some lessons from their icon language on the cards. Also, go play Cobalt Core.)
I do want to show some indication of affected buildings when you place a new building. I have code in place to do this, but I couldn't figure out a way to make it look good (with the art style's lighting). That's another place where I plan to hire someone for guidance.
As for "adjacent" vs "neighboring", they are the same thing. I thought that the most recent update changed all the "adjacent" text to "neighboring", but I very well could have missed some. The one-screen tutorial page on the title page has a pictorial representation of the different effect patterns, but it's not necessarily an obvious thing to look at.
Hacker shacks can definitely pay off! They aren't the only way to skip the progression. In fact, I'm trying to build in multiple "game-breaking" combos of buildings.
My current record is a Corp building making 11k in one night! I had to nerf the Security Forces in the most recent update because they were just too powerful. A certain amount of "too powerful" is encouraged, but that building made it too easy. The new update reduces their area of effect, which should play a little better.
The new version is up! I wasn't able to reproduce the rubberbanding / invisible buildings over the weekend, but I'll keep trying.
What monitor resolution were you playing at? Was this fullscreen? Sometimes these things matter. (Also, this is my first project using Godot, so I'm still learning its quirks.)
Camera rotation is in! Q + E, A + D, and Left + Right all rotate the camera.
Thanks for the kind words! I've got some cool ideas for ways to improve the UI and make the onboarding process smoother.
You mentioned coming across a couple of bugs - do you remember what these were? Sometimes, even a description of a bug is enough to fix it. I know of a few, but want to make sure I note any ones I haven't found yet.
Hi Krankenheim. Thanks for the support, and especially for the feedback! I appreciate that it takes extra time to write your thoughts down.
First, have you been finding the "plant-o-vision" useful? This is a mode accessed by pressing "F" or "/" on the keyboard or the west button (X / Square) on a gamepad. When this is active, time is paused, and you can cycle through different seeds in your hotkey bar and see how they'd do on different parts of the farm. It will show the green arrows or red arrows for positive / negative growth. It doesn't let you move the player without exiting plant-o-vision mode, but it can let you scope out a good planting location.
I don't think I do a good job tutorializing that feature, but it may help out.
I feel you. I do a book club-style video game podcast with a couple of buddies, and we've all become parents over the last three years. We have to limit ourselves to a couple of longer games each year, and we always enjoy games that will quote-unquote "only" take 5 or 10 hours to get through. We definitely appreciate a game that only takes an hour to say what it wants to say.
Thanks for reaching out! I was able to get up a fresh build this morning so that the game is playable with ultrawide monitors. The new version has fullscreen and windowed modes, and the Windows shortcut of alt+enter will toggle between the two. Once in windowed mode, you should be able to adjust the UI to a playable state.
Thanks for the kinds words! I was planning to add in a couple more victory conditions beyond the "destroy all high-level lairs" for the Steam release - maybe something like "survive for 20 minutes against waves of monsters". This makes me think I should add a Sandbox mode too, where the player can just chill and build, and spawn enemy waves / lairs when they want to.
I'm glad that you enjoyed the game, and thanks for your feedback. We'll have to disagree about the price - I've spent over two years working on it, and I think $10 is a fair price for the game. But, as you say, there are great games out there that cost less, either by being free-to-play games or just by being cheaper. If you'd rather buy and play those games, that's totally fine ^.^
The full version of the game (for sale on Steam) does have a lot more content in the game, especially for the mountain trail. This version here on itch is the same version that started off as the Early Access version in Steam, and there have been four major updates since then. Cheers!
Thanks for the feedback! This game was developed over an extremely short timeline (2 months!), so I didn't have time to put in all the polish I wanted to. Earlier on in development, I had a victory condition of "destroy all monster lairs". However, the end game would drag on as the heroes had to explore every corner of the map to find the last sewer or seedy tavern. I changed the victory condition to be "destroy all of the highest-level monster lairs" instead. As you note, I don't make that clear anywhere.
I'm hoping to expand the game for a commercial release, and one thing I'll take a look at adding is multiple victory conditions. For instance, maybe one map requires you to build and defend multiple guild halls from waves of rampaging monsters. Maybe another has you preventing a second apocalypse in the city. Let me know if you can think of other cool ideas :)