Not really anything already said in the comments - perhaps you could add a type of resource that's worth exclusively points? Something about how good something looks (e.g. changing charred lands to meadows, creating gardens for points, something like that)
A nice game. I liked to place buildings and balance the resource production, but putting out fires didn't feel very exciting, even a bit frustrating like when fires are hidden behind a cloud, or in the dark (they don't glow) or when the end day window opens... Charming pixel art and soothing music, that's well done.
Are you sure it's worth letting fire spread? Because you seem to need more faith to buy back cards to fix the tiles, plus the resources to build the cards acquired... These fires are more obvious indeed.
you can place many building on the charred lands, and I might give bonus to farms (inspired by real life). Also I decreased the prices of the meadows and forests significantly.
But I'll think about it. I think the extra faith is mainly useful in the early game.
BTW, in the future, faith will not be used to buy build cards from the shop, but for something else :)
This game is really awesome, but I wish there were a slower version, or a turn based one. I just wanted it to sit still long enough to let me figure out what to do next, at least when I first start. It was asking me if I wanted to replace a card before I could build any, and I spent about half the time clicking on fires. I don't see any other comments like mine, so maybe it's just a mismatch for me.
One thing that might be useful regardless is to consistently use either resource per second or seconds per resource. I'm not sure if there's a reason to be mentally converting between the two in order to compare, for example, 0.12 food per 1.0 second to 6 seconds per 1 food when deciding whether to replace a card.
Thanks for playing! Already addressed some of your feedback for a WIP post-jam update, and took notes from the gameplay.
Not sure if I'm imagining but it seems like you got a really bad case of volcano rng because it kept erupting really frequently (it gets more aggressive as time progress, but it randomizes the time window and it seems like you got bad rolls lol).
I'll look into this.. Chromebooks can be tricky since their performance varies a lot. I'll see if I can further optimize the web build, but it won't guarantee smoothness on all devices :X
Let me know if you have any feedback for the game! ๐
mmm. i agree on the other comments that in the dark its harder to see the fire. I saw you did have some glow set up on tiles periodically, having that actively on for fire at all times would make it super clear and easy to act on. I never really had too many issues on the actual firespread, but i did have a few cases where resources felt they didnt build as quickly as id like. Potentially id like to see a few more varieties of building that either produce quicker or have multiple resource production setups for quicker buildup of resources or diversification.
Now I know how Pompei felt lmao. Sometimes at night it's hard to see the fires btw, maybe having them light up more during the night would help? (and make sense since fire creates light lol)
Loved this! I've actually been to Pompeii and the feeling you have while walking through the streets is so sombre and unlike anything I've felt before. I love the music, art style and gameplay, I would definitely come back to this for updates and stuff. For a week this is insane too!
really had a pompei experience, puting m heart into building and protecting my town until.... :'( !! the game was very chill and cool, the playing time was perfect as it is! loved the art and animations. ty for making it
Sure, The end could simply be that the volcano is simply too intense and fire spread faster to survive with gameplay instead of a timed end. It felt I could have survived a few days more .
Unfortunately this game is very challenging to play on a laptop. Even after reading the instructions, the game does not allow me to do anything and is very buggy. I don't know if this is a compatibility issue with Firefox, but wanted to let you know that I'm unable to do anything in the game.
I actually tested the game on Firefox on a bunch of computers and didn't find any issue, so I'll look into this.
There's currently a memory issue that causes low fps on the browser, but that only happens after a while, after enough objects had spawned. I already fixed that but I am unable to upload the new version until the jam is over.
I wonder - was the game like that as soon as it loaded, or did it take a while?
I saw your post about chrome - please make sure hardware acceleration is not turned off if it runs slow over there.
Really enjoyed playing the game I especially like the pixel art style, I can see this type of art style with a hexagon shaped map turned into a strategy game.
Thanks for the feedback! Definitely plan on adding more variety!
I really want to add upgrades. Maybe clicking a building and paying resources / special points or using upgrade cards. What do you think? Any other ideas?
Actually, I really like the thing about delaying the calamity event you said down in the comments.
Just some random ideas:
- Upgrading cards tier so that you get more expensive cards each day. Or they just get progressively more rare each day. Since you probably don't need expensive buildings at the start and cheap buildings at the end.
- Hovering the cursor multiple times over the fire to put it out instead of clicking on it. (might be a little weird though xd). Also it's too easy to put out all the fire now so you don't even need to buy meadow/forest, maybe make it a little harder (so that you can't put it all out and forced to protect expensive buildings first and let other burn).
Hmm, until you asked the question I thought the answer was that there was no way to resolve the strangeness of 'winning' by losing, and that this was just an inherent philosophical conflict within the game that had no real resolution. But then I started thinking about that philosophical conflict, and how the closest you could really come to winning the game is by doing nothing and letting your city burn as soon as possible, because that would minimize the suffering of your worshipers.
But I think there is actually a way to do it, which is to make it clear that you're an evil god, and that your goal is to produce as much suffering as possible by creating a thriving civilization.
Of course, this has one risk, which is that it might make some people feel uncomfortable, but it would align the objective with a sense of victory.
Hmm, interesting. Originally, I wanted the player to be able to delay the calamity event, at least to a certain point, so maybe that could affect this dilemma - you attempt to save them by building smart, and using resources you strategically acquired for this action.
It's great, and I kept having this notion that 'well, maybe I can survive this anyway', but at some point fire spreads too quickly and I had this sense of inevitable doom. Good job, I was stressed as I should be!
I love the design, but the fact that cards are only partially visible made me constantly feel that my screen is too small. Pixel art is great, animations too, music is *chef's kiss*.
Thanks for playing and for the feedback! Just making sure, because I didn't properly tutorialize this - you can click fires to extinguish them (if you didn't know already ๐ )
The feedback for the cards if fair! I'll see about leaving them open at all times. Or maybe make it so that all cards are revealed when hovering over a card!
From my playthroughs, it seems like Resources Gathered is the most important stat; hence, it's important to exclusively focus on choosing buildings that produce lots of resources. Also mines have the best resource per turn vs faith cost, so you should never buy anything else with faith. By doing this I was able to consistently get over 5000 points.
For a WIP post-jam update, I changed how the score is calculated, so placing buildings, or rare buildings, as well as extinguishing fires, will grant more points.
Since this was a jam game, I didn't have the time to properly tutorialize the game. You begin the game with 0 resources, and you have to let them accumulate just a bit before you are able to place your first card. You might have gotten a bad starting hand, too. It happens ๐
You can always open the menu and click restart. You'll get a different set of cards and a random map.
Are you on the latest version? Do you by any chance have hardware acceleration turned off?
And, just to make sure: when you click a card, it slides down a bit, and you enter build mode. Clicking a card won't make it disappear until you place the tile.
I tried clicking the card and then a tile, then double clicking the card, and then any other variations I could think of, lol. I even tried from smartphone and other browsers, so I have no idea what I'm doing wrong. Maybe I should try downloading it.
Thanks for playing! You can click fires to extinguish them. I definitely needed to prioritize making a tutorial for that, but you know.. Jam and all ๐ ๐
I enjoyed the gameplay and the cute pixel art. One suggestion, if you'd like to extend the game, would be to allow players to postpone the inevitable eruption, but make it increasingly difficult the longer they delay it. My score is 4127.
Being able to delay the final calamity eruption event was one of the first core mechanics I wanted to implement for the game, but later I decided that for a jam game it might not be necessary. I believe I'll implement this in the future though.
Heh, it was my first time playing too. Git gud. :D
About feedback - I don't know how complex you want the gameplay to be, but having buildings have bonuses based on adjacent tiles would be a nice touch - for example having houses next to each other could boost their rate by 10% of something along those lines.
Also I don't really get the "terrain" tiles like meadows - why would you want to use them, unless you run out of space? They are way too expensive and don't really give you anything. I was expecting to be able to build the world out by placing them on the black space, but nope.
Towards the end game I had more resources than I knew what to do with - maybe upgrading buildings with excess resources to better their gather rates could be a thing?
And a small nitpick - those clouds get in the way sometimes - my quarry burned down cuz I didn't see it was on fire, while under the cloud :D
P.S. How did you embed a Godot game in the web page? I thought there was some incompatiblity with firefox and it always needed to open in a new window, but yours seems to be working fine on my FF?
Proximity bonuses - definitely plan on adding those!
Meadows/Forests - I wanted to make sure the player could always rebuild forests and meadows if they burn down. I also needed some lower tier cards so discarding won't be painful. Furthermore, I thought about being able to expand the map with those tiles, and to maybe use them to destroy buildings if you needed to. But I agree they might be a bit of a nuisance currently.
Resources - the plan was to be able to buy Wonders, one-of-a-kind building, which require a ton of resources. Like - a lot. Also thought about introducing new god-game mechanics that will require resources.
Clouds - got that feedback a lot. Fair - I will add an option to turn them off or make them invisible on mouse hover!
Firefox - don't know anything about that haha The game was made with Godot 4.4. I just exported a to HTML5 and uploaded the build, nothing else. No multithreads / sharedarraybuffer as well..
The first set of cards is decisive. A strong start includes farms, lumber camps, and possibly a mine, as these provide the essential resources needed for expansion. If you start with statues, aqueducts, or coliseums, it slow a lot your progress and you will hit ~4500 points.
Early game :
Focus on cards that generate food (fishing huts), wood, stone, and a 1-2 houses. One-two houses are enough at the beginning to avoid spoiling ressources into too much population. At the end of early game if everything went well your hand is empty.
Mid-game :
Once you secure a steady supply of wood, and food, aim for more mines. Build the palatium & pick all coliseum available (or statues).
End-game :
Continue for a strong ressource supply, specially stone to build monuments & convert faith into new production buildings.
Fire management :
Since the beginning you can let 1 tile burn & extinguish the tile around, for a full round you will not get 3 but 18 faith. On mid/end-game ressources are not a problem anymore and you can easily replace burned places with aqueducts / statues or farms
That's a solid strategy right here. Plus, I was wondering if players will let some fires burn to get that early faith going. During playtests with friends, I saw that most of them went to extinguish the fires right away, but that's actually not always needed.
I'm so glad to see that you took advantage of this "discoverable" mechanic!
I wonder - what do you think about the Meadow and Forest cards? Did you find them useful in any capacity?
In fact for me - meadow & forest are a big food cost for nothing. They have no immediate value since you can build directly producing tiles on burned lands like farms. However in potential harder maps where you start with burned tiles already healing the land first might be necessary before placing lumber camps.
If youโre too slow to extinguish fires, then restoring land can be useful for placing houses, pastures, or lumber camps.
Otherwise, there are usually enough wood-producing tiles on each map, making meadows and forests unnecessary in most cases.
The conclusion is that the game rythm and only 2 cards choices make the direct resource production way more usefull than land restoration. Even if you replace your burned lumberjack into a farm.
That's a shame! I'll look into it. Can't update the game while the jam is ongoing, so I uploaded a build without a custom mouse cursor for you! hope it works! ๐
Hey, sorry I had to remove the link because it was before I discovered a memory issue with that version. I'll try to update the game soon with an option to remove the custom cursor. Thanks for your patience ๐
I really enjoyed this game! My one comment is that the clouds are annoying; they get in the way and don't really add anything to the game. Otherwise, it was a fun couple of hours!
Thank you! I used a TileMapLayer node to create the levels manually. When the game starts, it reads the TileMapLayer's data and creates the tiles, which are Node2Ds.
This game felt very polished, awesome stuff. The art was on point including SFX and Music. The game felt relaxing to play. I also enjoyed the UI, very well put together.
Glad to hear you enjoyed the game! I find it relaxing too, which is a bit ironic considering you literally have to put out fires or your kingdom burns!
โ Return to game
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4509 on my first run, i reckon that's pretty good lol
this was fun!
Not bad! Glad you had fun. Do you have any feedback or ideas how to make it even more fun? ๐
good one
3804 was my score. I found this game pretty fun, and like the volcano mechanic. Quite solid for one week.
Thanks! Glad you had fun :)
Do you have any feedback?
Not really anything already said in the comments - perhaps you could add a type of resource that's worth exclusively points? Something about how good something looks (e.g. changing charred lands to meadows, creating gardens for points, something like that)
Oh, that's a good one! A bonus for restoring charred lands. That could greatly affect the score. ๐
A nice game. I liked to place buildings and balance the resource production, but putting out fires didn't feel very exciting, even a bit frustrating like when fires are hidden behind a cloud, or in the dark (they don't glow) or when the end day window opens...
Charming pixel art and soothing music, that's well done.
Thanks for playing and for the feedback!
I already made the fires brighter (for a WIP update):
I will also address the clouds issue with either making them invisible on mouse hover, or a setting to disable them completely.
The fires give faith when extinguished, so you could let them spread in order to get more faith btw
Are you sure it's worth letting fire spread? Because you seem to need more faith to buy back cards to fix the tiles, plus the resources to build the cards acquired...
These fires are more obvious indeed.
you can place many building on the charred lands, and I might give bonus to farms (inspired by real life). Also I decreased the prices of the meadows and forests significantly.
But I'll think about it. I think the extra faith is mainly useful in the early game.
BTW, in the future, faith will not be used to buy build cards from the shop, but for something else :)
This game is really awesome, but I wish there were a slower version, or a turn based one. I just wanted it to sit still long enough to let me figure out what to do next, at least when I first start. It was asking me if I wanted to replace a card before I could build any, and I spent about half the time clicking on fires. I don't see any other comments like mine, so maybe it's just a mismatch for me.
One thing that might be useful regardless is to consistently use either resource per second or seconds per resource. I'm not sure if there's a reason to be mentally converting between the two in order to compare, for example, 0.12 food per 1.0 second to 6 seconds per 1 food when deciding whether to replace a card.
Thanks for the feedback! I did get some feedback on the early game being slow and unintuitive. Some players asked for a pause button, so that too!
About the consistency, I'll most likely add a more detailed resource income screen / ui and match the tooltip and card to display in the same format.
It keeps you busy and I love it! Canโt wait to see what youโll turn this project into. Hereโs my playtest:
Thanks for playing! Already addressed some of your feedback for a WIP post-jam update, and took notes from the gameplay.
Not sure if I'm imagining but it seems like you got a really bad case of volcano rng because it kept erupting really frequently (it gets more aggressive as time progress, but it randomizes the time window and it seems like you got bad rolls lol).
4327! Pretty fun!
Not bad at all! My best is about ~5k
Do you have any feedback?
hmmmm, it would be good to have a few more cards to choose from
maybe some really good ones with downsides or synergies! like building aqueducts together and such
Really fun!! Though it is a little on the laggy side of things for me. If you are interested dev, I play on chrome for chromebook.
I already read that there was probably going to be a post-jam update, looking forward to that!
Hi, glad you had fun! Is Hardware Acceleration disabled on your Chrome (browser) by any chance?
After much digging, I can semi-confidently say that my shit is accelerated to the gills:
Maybe I should just restart my computer.
Restarting every once in a while can't harm!
I'll look into this.. Chromebooks can be tricky since their performance varies a lot. I'll see if I can further optimize the web build, but it won't guarantee smoothness on all devices :X
Let me know if you have any feedback for the game! ๐
Will you add gamepad support in the future?
I might!
Awesome ! Really simple and fun. Love the pixel art as well
Awesome to hear! Let me know if you have any feedback! I'm writing down all of it, it'll help shape the game into something even better!
3024! not a bad score. that was fun :3
Cool! Happy you enjoyed the game :)
Do you have any feedback?
mmm. i agree on the other comments that in the dark its harder to see the fire. I saw you did have some glow set up on tiles periodically, having that actively on for fire at all times would make it super clear and easy to act on. I never really had too many issues on the actual firespread, but i did have a few cases where resources felt they didnt build as quickly as id like. Potentially id like to see a few more varieties of building that either produce quicker or have multiple resource production setups for quicker buildup of resources or diversification.
Now I know how Pompei felt lmao. Sometimes at night it's hard to see the fires btw, maybe having them light up more during the night would help? (and make sense since fire creates light lol)
Yeah, that makes sense. I already made the night brighter, and I'll see how I can make the fires more visible. I agree they can be a bit sneaky haha
Agreed. The game would be more accessible if the fires are brighter.
What do you think about this? (WIP)
Nice!
Looks good, I like it
Loved this! I've actually been to Pompeii and the feeling you have while walking through the streets is so sombre and unlike anything I've felt before. I love the music, art style and gameplay, I would definitely come back to this for updates and stuff. For a week this is insane too!
Thanks so much! I gotta go too some time... For research of course haha ๐
Will definitely do a post-jam update, and maybe more ๐
really had a pompei experience, puting m heart into building and protecting my town until.... :'( !! the game was very chill and cool, the playing time was perfect as it is! loved the art and animations. ty for making it
Thanks for playing, and I'm glad you enjoyed the game! Sorry for destroying what you built ๐ ๐
My score was: 4089. Pretty fun.
That's a nice score. Thanks for playing!
Let me know if you have any feedback ๐ช๐
Sure, The end could simply be that the volcano is simply too intense and fire spread faster to survive with gameplay instead of a timed end. It felt I could have survived a few days more .
Unfortunately this game is very challenging to play on a laptop. Even after reading the instructions, the game does not allow me to do anything and is very buggy. I don't know if this is a compatibility issue with Firefox, but wanted to let you know that I'm unable to do anything in the game.
Thanks for letting me know!
I actually tested the game on Firefox on a bunch of computers and didn't find any issue, so I'll look into this.
There's currently a memory issue that causes low fps on the browser, but that only happens after a while, after enough objects had spawned. I already fixed that but I am unable to upload the new version until the jam is over.
I wonder - was the game like that as soon as it loaded, or did it take a while?
I saw your post about chrome - please make sure hardware acceleration is not turned off if it runs slow over there.
I uploaded a new version with a fix for the memory leak which caused, potentially, low fps on the web.
I'm not sure it'll be playable on the browser for you because the game can still be a bit demanding on the browser for some devices ๐
Really enjoyed playing the game I especially like the pixel art style, I can see this type of art style with a hexagon shaped map turned into a strategy game.
Happy to hear you enjoyed the game! Do you have any suggestions on how to enhance the strategy?
Chil game, but needs more variety imo. Something like selling old buildings, buying other stuff with faith (upgrades/new building unlocks) etc.
But for one week is really impressive!
Thanks for the feedback! Definitely plan on adding more variety!
I really want to add upgrades. Maybe clicking a building and paying resources / special points or using upgrade cards. What do you think? Any other ideas?
Actually, I really like the thing about delaying the calamity event you said down in the comments.
Just some random ideas:
- Upgrading cards tier so that you get more expensive cards each day. Or they just get progressively more rare each day. Since you probably don't need expensive buildings at the start and cheap buildings at the end.
- Hovering the cursor multiple times over the fire to put it out instead of clicking on it. (might be a little weird though xd). Also it's too easy to put out all the fire now so you don't even need to buy meadow/forest, maybe make it a little harder (so that you can't put it all out and forced to protect expensive buildings first and let other burn).
The fire does feel a bit easy currently. I might lower the time it takes for certain tiles to burn out!
Fun game... I would suggest giving the player some indication of what a good score is at the end.
It is strange playing a game you aren't meant to win or even cause the ending of, but I had a lot of fun.
Thanks for playing and for the feedback!
I'll probably add a scoreboard - I'll see if I can make it an online one, too!
I agree. If the end screen didn't say 'game over', would that feel better? Do you have any suggestions for that?
Hmm, until you asked the question I thought the answer was that there was no way to resolve the strangeness of 'winning' by losing, and that this was just an inherent philosophical conflict within the game that had no real resolution. But then I started thinking about that philosophical conflict, and how the closest you could really come to winning the game is by doing nothing and letting your city burn as soon as possible, because that would minimize the suffering of your worshipers.
But I think there is actually a way to do it, which is to make it clear that you're an evil god, and that your goal is to produce as much suffering as possible by creating a thriving civilization.
Of course, this has one risk, which is that it might make some people feel uncomfortable, but it would align the objective with a sense of victory.
Hmm, interesting. Originally, I wanted the player to be able to delay the calamity event, at least to a certain point, so maybe that could affect this dilemma - you attempt to save them by building smart, and using resources you strategically acquired for this action.
Thanks for sharing your thoughts!
Such a chill game... until the fire appears!
It's great, and I kept having this notion that 'well, maybe I can survive this anyway', but at some point fire spreads too quickly and I had this sense of inevitable doom. Good job, I was stressed as I should be!
I love the design, but the fact that cards are only partially visible made me constantly feel that my screen is too small. Pixel art is great, animations too, music is *chef's kiss*.
I loved it!
Thanks for playing and for the feedback! Just making sure, because I didn't properly tutorialize this - you can click fires to extinguish them (if you didn't know already ๐ )
The feedback for the cards if fair! I'll see about leaving them open at all times. Or maybe make it so that all cards are revealed when hovering over a card!
Amazing concept! Great job!
From my playthroughs, it seems like Resources Gathered is the most important stat; hence, it's important to exclusively focus on choosing buildings that produce lots of resources. Also mines have the best resource per turn vs faith cost, so you should never buy anything else with faith. By doing this I was able to consistently get over 5000 points.
Thanks for the feedback!
For a WIP post-jam update, I changed how the score is calculated, so placing buildings, or rare buildings, as well as extinguishing fires, will grant more points.
Very fun to collect farm buildings & special buildings! It is so satisfying. And hollowness at the end.
If the final eruption was more tragedic, that would be more dramatic. ๐
Nice! Any suggestions for that? ๐
Oh... this is difficult.
Maybe you can allow player a few clicks to extinguish fire to give a little hope.
And maybe you can gradually change color of the tiles from red to gray like aged over time.
And to moderate player's emotion, it needs a peaceful music. Then it can still give emptiness.
I can't do anything in the game, no card are playable.
Since this was a jam game, I didn't have the time to properly tutorialize the game. You begin the game with 0 resources, and you have to let them accumulate just a bit before you are able to place your first card. You might have gotten a bad starting hand, too. It happens ๐
You can always open the menu and click restart. You'll get a different set of cards and a random map.
Thanks for playing!
I didn't see the how to play.
I made a new go, my city has been destroyed but at least I have points (4103).
It is a good base for something a little more interresting.
Thanks for giving it another go!
Let me know if you have anything in mind ๐
It doesn't work on Chrome browser, for some reason. I can click around, even extinguish fires, but clicking cards does nothing at all. Idk.
Huh, that's a new one!
Are you on the latest version?
Do you by any chance have hardware acceleration turned off?
And, just to make sure: when you click a card, it slides down a bit, and you enter build mode. Clicking a card won't make it disappear until you place the tile.
I tried clicking the card and then a tile, then double clicking the card, and then any other variations I could think of, lol. I even tried from smartphone and other browsers, so I have no idea what I'm doing wrong. Maybe I should try downloading it.
You can only place tiles if you have enough resources. A card that is usable will have a green checkmark.
If that's still not working, it might be a bug.. ๐
Oh, then I spent two-three days every time without enough resources to place any card! ๐ฌ
I don't know if that's supposed to happen, but I'll try again. Thank you :)
I'll definitely improve the UX for that! Thanks for giving it another chance. Let me know if you have any feedback ๐
This is really nice.
Has some good potentioal for a little mobile game to pass the time with.
Thanks for playing! You can click fires to extinguish them. I definitely needed to prioritize making a tutorial for that, but you know.. Jam and all ๐ ๐
Hope you'll give it another try!
I enjoyed the gameplay and the cute pixel art. One suggestion, if you'd like to extend the game, would be to allow players to postpone the inevitable eruption, but make it increasingly difficult the longer they delay it. My score is 4127.
Thanks for playing and posting the score!
Being able to delay the final calamity eruption event was one of the first core mechanics I wanted to implement for the game, but later I decided that for a jam game it might not be necessary. I believe I'll implement this in the future though.
Really nice and cozy game! Got 4950 score with this little town:
You beat my high score. Mine is 4923 ๐ Gotta play some more!
Thanks for playing!
Do you have any feedback?
Heh, it was my first time playing too. Git gud. :D
About feedback - I don't know how complex you want the gameplay to be, but having buildings have bonuses based on adjacent tiles would be a nice touch - for example having houses next to each other could boost their rate by 10% of something along those lines.
Also I don't really get the "terrain" tiles like meadows - why would you want to use them, unless you run out of space? They are way too expensive and don't really give you anything. I was expecting to be able to build the world out by placing them on the black space, but nope.
Towards the end game I had more resources than I knew what to do with - maybe upgrading buildings with excess resources to better their gather rates could be a thing?
And a small nitpick - those clouds get in the way sometimes - my quarry burned down cuz I didn't see it was on fire, while under the cloud :D
P.S. How did you embed a Godot game in the web page? I thought there was some incompatiblity with firefox and it always needed to open in a new window, but yours seems to be working fine on my FF?
Proximity bonuses - definitely plan on adding those!
Meadows/Forests - I wanted to make sure the player could always rebuild forests and meadows if they burn down. I also needed some lower tier cards so discarding won't be painful. Furthermore, I thought about being able to expand the map with those tiles, and to maybe use them to destroy buildings if you needed to. But I agree they might be a bit of a nuisance currently.
Resources - the plan was to be able to buy Wonders, one-of-a-kind building, which require a ton of resources. Like - a lot. Also thought about introducing new god-game mechanics that will require resources.
Clouds - got that feedback a lot. Fair - I will add an option to turn them off or make them invisible on mouse hover!
Firefox - don't know anything about that haha
The game was made with Godot 4.4. I just exported a to HTML5 and uploaded the build, nothing else. No multithreads / sharedarraybuffer as well..
Cheers! And thanks for the feedback โบ
I loved the experience ! Very easy to understand & very satisfying to play ! Wish you the best for your next projects !
Oh wow, that's the highest score I've seen! More than I managed to get. Any tips? ๐๐
Yeah sure ! Hereโs my current strategy !
The starting hand is crucial :
The first set of cards is decisive. A strong start includes farms, lumber camps, and possibly a mine, as these provide the essential resources needed for expansion. If you start with statues, aqueducts, or coliseums, it slow a lot your progress and you will hit ~4500 points.
Early game :
Focus on cards that generate food (fishing huts), wood, stone, and a 1-2 houses. One-two houses are enough at the beginning to avoid spoiling ressources into too much population. At the end of early game if everything went well your hand is empty.
Mid-game :
Once you secure a steady supply of wood, and food, aim for more mines. Build the palatium & pick all coliseum available (or statues).
End-game :
Continue for a strong ressource supply, specially stone to build monuments & convert faith into new production buildings.
Fire management :
Since the beginning you can let 1 tile burn & extinguish the tile around, for a full round you will not get 3 but 18 faith. On mid/end-game ressources are not a problem anymore and you can easily replace burned places with aqueducts / statues or farms
I hope it brings you some tips !!!
Here is an even better run !
That's a solid strategy right here. Plus, I was wondering if players will let some fires burn to get that early faith going. During playtests with friends, I saw that most of them went to extinguish the fires right away, but that's actually not always needed.
I'm so glad to see that you took advantage of this "discoverable" mechanic!
I wonder - what do you think about the Meadow and Forest cards? Did you find them useful in any capacity?
In fact for me - meadow & forest are a big food cost for nothing. They have no immediate value since you can build directly producing tiles on burned lands like farms. However in potential harder maps where you start with burned tiles already healing the land first might be necessary before placing lumber camps.
If youโre too slow to extinguish fires, then restoring land can be useful for placing houses, pastures, or lumber camps.
Otherwise, there are usually enough wood-producing tiles on each map, making meadows and forests unnecessary in most cases.
The conclusion is that the game rythm and only 2 cards choices make the direct resource production way more usefull than land restoration. Even if you replace your burned lumberjack into a farm.
Agreed, and very insightful. making tougher maps with having to restore pre-burnt tiles is actually a really good idea, too!
I added those cards for 2 reasons:
1. In case you end up with too many burnt tiles or built tiles and can't build a camp, for example. To prevent the player from getting locked.
2. Every deck of cards needs some 'lower tier' cards you can discard or care less about, imo.
Other possible use cases for them in the future are:
1. Allowing the player to expand the map, and that it could only be done with non-structure cards.
2. Allowing the player to destroy buildings with those cards, so they could build better buildings.
Making this in 7 days is incredibly impressive. Good job!
Thank you! It was a grind, but definitely worth it. Let me know if you have any feedback ๐
cool game, i will never forgive you for destroying my palatium corner
Terribly sorry about that ๐คฃ๐ฌ
I can't see my mouse, it made the game kindof unplayable for me... Now i'm sad because it looked extra cool !
That's a shame! I'll look into it. Can't update the game while the jam is ongoing, so I uploaded a build without a custom mouse cursor for you! hope it works! ๐
Let me know?
https://avivlevy.itch.io/before-the-ash-without-cursor?secret=3OLCNZ23E0dPkRTD49...
Hey ! Thanks a lot for your time, infortunately the links gives me a 404 error !
Hey, sorry I had to remove the link because it was before I discovered a memory issue with that version. I'll try to update the game soon with an option to remove the custom cursor. Thanks for your patience ๐
I really enjoyed this game! My one comment is that the clouds are annoying; they get in the way and don't really add anything to the game. Otherwise, it was a fun couple of hours!
Wow, thanks for playing and for the feedback!! That's awesome.
Those pesky clouds haha. I'll see about an option to turn them off or something. ๐
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Will there be a android port?
There might! ๐
wow congrats very polished! what do you used for the tile/grid in Godot?
Thank you!
I used a TileMapLayer node to create the levels manually. When the game starts, it reads the TileMapLayer's data and creates the tiles, which are Node2Ds.
Ok great! Thx for your answer :)
A very well made and concise experience.
It's a good game. nice work.
This game felt very polished, awesome stuff. The art was on point including SFX and Music. The game felt relaxing to play. I also enjoyed the UI, very well put together.
Glad to hear you enjoyed the game! I find it relaxing too, which is a bit ironic considering you literally have to put out fires or your kingdom burns!
Nice game, I like its chill atmosphere! Art, especially colors, are good too!
Glad to hear You enjoyed the game! Let me know if you have any feedback๐