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Besiedged's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #31 | 3.429 | 3.727 |
| Overall | #39 | 3.240 | 3.523 |
| Audio | #41 | 3.094 | 3.364 |
| Graphics | #41 | 3.261 | 3.545 |
| Mood | #47 | 3.178 | 3.455 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I like the control here.
Nice game! I enjoyed the art style and atmosphere! it got a little repetitive after day 20, but I still enjoyed getting to the end and seeing that my town survived.
Congrats on completing the game jam, it’s an impressive 72H project!
At first, I really lost a lot of food, then I saw the action number on the cards and the number of action points each day. It became smoother after that. Managed to survive :)
Congrats on your game's release!
I loved it! Seriously, I could zone out and play this for hours with more scenarios, card types, etc. The king is gonna be so happy with me.
It was fun until the game ended XD
and it ended when I'm finally getting the hang of it too :'D
maybe add an endless mode? :>
Thought the visuals for this had a unique vibe and atmosphere, which is really hard to do. Nice!
Yeah, thank you...
Actually, I quite terrible at pixel art. I've tried it couple of times a log time ago. I still think I should have just make paint all the graphics in Krita, instead of using almost unfamiliar tools. But at the same time, that's what I can say about Lua and Love2D, so let's call as part of the challenge.
Still, I'm surprised that it doesn't even look as bad as I was afraid in the beginning.
I'lost all my people! Can you add "survival" mood with less than 20 people?
Sorry for the late reply.
The game has problems with random. Hypothetically, it should evenly distribute card resources and events, while random itself should force a player to make decisions, and keep him always on alert.
But in fact, it's either: a player always gets a tons of resources and doesn't give a f*ck about any problems, or a player gets almost nothing and lose at the very beginning.
So. basically, instead of adding new things to the game, the gameplay itself should be fixed. I tried to do that, but I didn't have enough time and was too lazy to fix that. Mostly because it would require to rewrite quite a lot of code and I wanted to keep it 72 hours challenge for myself.
But, still thank you for the feedback. :D
I have the function to fill the M event slots with N events (N <= M), the distance between them will be probabilistic correct. For example if you have 20 event slots and 10 events, then the event comes randomly every second slot, but it have small chances to skip several slots or to come every slot.
For 3 elements and 5 slots, for the first element probabilities are:
slot1: 60% (total 60%)
slot2: 30% (total 90%)
slot3: 10% (total 100%; last possible slot)
Fun concept, though I did find it a bit too easy. I basically spammed food and materials, built two farms and then got some population whenever it dipped too low. I would be great to have a few more options / challenges. The daily events made it feel chaotic which ties nicely to the theme. I'd love to play an extended version!
Thank you.
I knew about the problems, yet it's good to hear them from the other, so I can be sure about my thoughts. I wasn't able to balance the game properly, considering, that sometimes the random works incorrectly, and you can either always get many resources or barely anything. And, my bad, I was too lazy to fix it in the end.
About extended version. I thought about that. Maybe, one day, I will turn it into full game, but it'll stay in the state of concept until that. The problem is, as we know, there's nothing more permanent, than temporary.