Cool game, love the concept and the graphics are nice and clean :D I really like the pixel style, I think it really works. I also like having multiple different resources to manage plus different skills, and the way the people get better at those skills is also pretty neat!!
I am curious if it's possible to beat? I am aware the game is several years old so I'm not expecting any updates, but I'll give feedback anyway :D
It's very fast paced and basically constant clicking, meaning the rest/healing function doesn't really get used. The notifications are also somewhat pointless since it's all so fast paced they get overridden + I can't waste time reading them.
It's also difficult to know who I have available since I have to click and scroll the pages, and the arrow doesn't show once I've reached the end either, meaning I sometimes waste time clicking. Having everyone on the same page would be way easier to read at a glance!
Additionally, it'd be helpful to have a countdown until someone's available, or a graphic of them moving across the map (though that would be more complex than a simple number countdown). I'd also have their skills visible while they're away so you can plan for their return!
I'd also recommend having notifications to the sides of the screen to say "Hey, there's problems over here!" Alternatively have all the locations on-screen at once to lessen scrolling time. The bigger map is nice don't get me wrong, I do like the sense of scale it gives! But I'm not sure it's suited for something so fast paced >.<
I'd also make important info bigger and easier to read, like resources generated and consumed, and the impact each problem has on those, with the title of the problem smaller as that's essentially flavour text and draws the eye away from the vital info. And as much as it pains me to say because I love flavour text, it's kind of pointless here since it's so fast paced you don't read ANY of it. So I'd say to either remove it or at least make it way smaller to not add to clutter, or slow down the rate at which problems spawn. The last option is my favoured one I think, as it's SO fast rn you miss a lot jsdhfkjg
Regardless I had fun :D I'll keep trying to beat it though I don't expect I'll manage :P Good game though, I like it!!
Hello! Sorry for not replying to you sooner. First of all, thank you for playing the game! This game was made in 48 hours as part of Ludum Dare (a game jam), so it is lacking a lot of balancing and fine tuning as you accurately pointed out. I think this is one of the most visually pleasing games I have made so far though, so there is that :)
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Cool game, love the concept and the graphics are nice and clean :D I really like the pixel style, I think it really works. I also like having multiple different resources to manage plus different skills, and the way the people get better at those skills is also pretty neat!!
I am curious if it's possible to beat? I am aware the game is several years old so I'm not expecting any updates, but I'll give feedback anyway :D
It's very fast paced and basically constant clicking, meaning the rest/healing function doesn't really get used. The notifications are also somewhat pointless since it's all so fast paced they get overridden + I can't waste time reading them.
It's also difficult to know who I have available since I have to click and scroll the pages, and the arrow doesn't show once I've reached the end either, meaning I sometimes waste time clicking. Having everyone on the same page would be way easier to read at a glance!
Additionally, it'd be helpful to have a countdown until someone's available, or a graphic of them moving across the map (though that would be more complex than a simple number countdown). I'd also have their skills visible while they're away so you can plan for their return!
I'd also recommend having notifications to the sides of the screen to say "Hey, there's problems over here!" Alternatively have all the locations on-screen at once to lessen scrolling time. The bigger map is nice don't get me wrong, I do like the sense of scale it gives! But I'm not sure it's suited for something so fast paced >.<
I'd also make important info bigger and easier to read, like resources generated and consumed, and the impact each problem has on those, with the title of the problem smaller as that's essentially flavour text and draws the eye away from the vital info. And as much as it pains me to say because I love flavour text, it's kind of pointless here since it's so fast paced you don't read ANY of it. So I'd say to either remove it or at least make it way smaller to not add to clutter, or slow down the rate at which problems spawn. The last option is my favoured one I think, as it's SO fast rn you miss a lot jsdhfkjg
Regardless I had fun :D I'll keep trying to beat it though I don't expect I'll manage :P Good game though, I like it!!
does this game work? I dont think anything fixes or Im experiencing major malfunctions because I cant get a game to last a minute
Hello! Sorry for not replying to you sooner. First of all, thank you for playing the game! This game was made in 48 hours as part of Ludum Dare (a game jam), so it is lacking a lot of balancing and fine tuning as you accurately pointed out. I think this is one of the most visually pleasing games I have made so far though, so there is that :)