Greatly enjoying 0.2! Tree cutting is such a simple mechanic that really proves to deepen the strategy. Now the running $ total feels like a measure of skill as well as luck. Shuffle still feels a little expensive, but I'm sure mileage varies on that. I've played probably 60-75 islands' worth and used shuffle only once or twice, but when I did it certainly came in handy. Still loving how great the feedback is, both through the SFX and the camera shake. Keeping it bite-sized could definitely be wise, especially if you want to migrate to mobile at some point (which I would love, personally), but if you're planning to stay on desktop, I think a map size option could be a lot of fun. I'd love to see how the strategy changes when the map is twice the area, with an advancement threshold of $50, and so on. My personal feature wish list aside, tons of replay value, great game. Keep up the good work! :)
Thank you for taking the time to play the new version!
I think I will tweak the cost of shuffling and tree cutting and see how that affects gameplay.
I'm glad the feedback still feels good after many replays! :D
I was already testing bigger islands and that can definitely be fun. But that should probably be a different game mode. I'm imagining a giant island that you can build on without a goal. That could be quite meditative.
For now I will focus on desktop only, but I agree that this kind of game should work well on mobile. That's something for the future though.
Thank you again for playing and sharing your thoughts!
Fantastic game! Great idea, executed really well! I've played this multiple times, and enjoyed it every time!
I feel like shuffling is too expensive though, so it's almost never worth it. The score being kept is that of Islands, not points. There aren't any big, game changing pieces as far as I can tell, and I can't predict what I can get. The math doesn't add up either. I waste 50$ so I can maybe squeeze another $20 at best? Unless i have no other choice, there's no point.
Maybe if it's cheaper, or if filling a certain percentage of the space got me a multiplier or some bonus cash, then it's a different story.
I think it would be cool if you could unlock different level themes as well. So get at least 20 Islands in the forrest levels, you unlock lava. 20 in Lava, unlock cities and so on. Could keep players coming back for more.
Finally, I think it would be pretty cool if there were some rare pieces that could be placed where you normally wouldn't. Like some tree house pieces that can be placed in forrests, or some bridge pieces that can go over rivers and lakes.
Overall, this is honestly one of the most pleasant games of the jam. I loved it! Hope to see you in more game jams! :D
Thank you so much for playing and for taking the time to give the devs detailed feedback!
I agree that shuffling is quite expensive and can feel unfair. But I'm not sure if just making it cheaper is the right thing to do. I will add "tree cutting" as a new, cheaper option for the player in the next update. That being said, the price was an arbitrary choice and could very well be unbalanced.
Multipliers are a great idea! I also want to implement some kind of permanent progression, so I definitely need a different kind of scoring system. Multipliers will be a significant part of that.
Different level themes sound amazing. They could even come with uniqe building and island shapes. That's definitely going on my to do list!
I'm always a fan of super rare items in games. Tree houses and bridges are very clever ideas!
Thank you so much for sharing your thoughts. Your ideas are fantastic and your kind words are motivating me to keep working on the game!
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Greatly enjoying 0.2! Tree cutting is such a simple mechanic that really proves to deepen the strategy. Now the running $ total feels like a measure of skill as well as luck. Shuffle still feels a little expensive, but I'm sure mileage varies on that. I've played probably 60-75 islands' worth and used shuffle only once or twice, but when I did it certainly came in handy.
Still loving how great the feedback is, both through the SFX and the camera shake.
Keeping it bite-sized could definitely be wise, especially if you want to migrate to mobile at some point (which I would love, personally), but if you're planning to stay on desktop, I think a map size option could be a lot of fun. I'd love to see how the strategy changes when the map is twice the area, with an advancement threshold of $50, and so on.
My personal feature wish list aside, tons of replay value, great game. Keep up the good work! :)
Thank you for taking the time to play the new version!
I think I will tweak the cost of shuffling and tree cutting and see how that affects gameplay.
I'm glad the feedback still feels good after many replays! :D
I was already testing bigger islands and that can definitely be fun. But that should probably be a different game mode. I'm imagining a giant island that you can build on without a goal. That could be quite meditative.
For now I will focus on desktop only, but I agree that this kind of game should work well on mobile. That's something for the future though.
Thank you again for playing and sharing your thoughts!
Fantastic game! Great idea, executed really well! I've played this multiple times, and enjoyed it every time!
I feel like shuffling is too expensive though, so it's almost never worth it. The score being kept is that of Islands, not points. There aren't any big, game changing pieces as far as I can tell, and I can't predict what I can get. The math doesn't add up either. I waste 50$ so I can maybe squeeze another $20 at best? Unless i have no other choice, there's no point.
Maybe if it's cheaper, or if filling a certain percentage of the space got me a multiplier or some bonus cash, then it's a different story.
I think it would be cool if you could unlock different level themes as well. So get at least 20 Islands in the forrest levels, you unlock lava. 20 in Lava, unlock cities and so on. Could keep players coming back for more.
Finally, I think it would be pretty cool if there were some rare pieces that could be placed where you normally wouldn't. Like some tree house pieces that can be placed in forrests, or some bridge pieces that can go over rivers and lakes.
Overall, this is honestly one of the most pleasant games of the jam. I loved it! Hope to see you in more game jams! :D
Thank you so much for playing and for taking the time to give the devs detailed feedback!
I agree that shuffling is quite expensive and can feel unfair. But I'm not sure if just making it cheaper is the right thing to do. I will add "tree cutting" as a new, cheaper option for the player in the next update. That being said, the price was an arbitrary choice and could very well be unbalanced.
Multipliers are a great idea! I also want to implement some kind of permanent progression, so I definitely need a different kind of scoring system. Multipliers will be a significant part of that.
Different level themes sound amazing. They could even come with uniqe building and island shapes. That's definitely going on my to do list!
I'm always a fan of super rare items in games. Tree houses and bridges are very clever ideas!
Thank you so much for sharing your thoughts. Your ideas are fantastic and your kind words are motivating me to keep working on the game!