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Cost Village's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Art | #32 | 3.541 | 3.541 |
| Theme Interpretation | #44 | 3.514 | 3.514 |
| Polish | #53 | 3.108 | 3.108 |
| Overall | #54 | 3.216 | 3.216 |
| Creativity | #63 | 3.514 | 3.514 |
| Audio | #64 | 2.865 | 2.865 |
| Gameplay | #92 | 2.757 | 2.757 |
Ranked from 37 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Brian was an absolute menace. He stared at two people and started a fight.
Really like the idea of a village sim for the jam. I know you said you didn't quite get as far as you would like for the ideas but I like even with the framework you can get little bits of stories between the villagers. I think the daily income could've used more explaining though I couldn't quite figure out if that was tied to villager happiness or not, but there's room there for like keep your woodcutters happy because you used up all your wood the previous day.
Thanks for the feedback! The daily income thing definitely could use explaining, and it actually is tied to the villager happiness! If their happiness gets too low they stop producing anything, and if high enough they produce more. I definitely do intend on adding some kind of indicator for when their production changes based on their happiness in the post-jam version! Glad you liked the idea, I definitely continue to expand on it in the future!
I loved the music for this game! I think the entire game had a really cool vibe, although I do wish the events happened more frequently.
Thanks for the feedback! Also glad you liked the vibe and music I chose! The events happing so infrequently was definitely an oversight on my part, there were supposed to be 4-7 a day but the event system had a bit of a flaw with creating events each day. I definitely plan on patching it and adding more events post-jam.
Music here kicked ass! Not really my sort of game, but I saw a lot I liked. Good Job
Thanks for the feedback! Glad you liked the music I chose, not really sure if it's my sort of game either but I definitely thought it was an interesting way to use the theme.
Pretty interesting game concept and I had a lot of fun playing it. Only thing I wished for was a screen edge indicator of when people were unhappy and were out of my view. I didn't mind scanning around looking but I think an indicator would make it a bit more enjoyable. Also, I really liked the chill music.
Thanks for the feedback! Some kind of indicator of when people were unhappy is definitely on my list of things to add post-jam. Glad you enjoyed it!
This is one of a kind game I have played in the jam so far. Loved to see something unique put out. Great concept and very cute art style. I feel a tutorial at the start would be helpful but none the less I liked to manage the village.
Thanks for the feedback! I definitely was aiming for a more unique interpretation of the theme, and thought managing a village would be a great way to visually show the weight of the "costs". Definitely plan on adding a tutorial sometime after the jam, glad you enjoyed it!
This is so cute ! Maybe an UI with the current number of unhappy villagers would have been great because I was always looking around in desperate need to help unhappy villagers but most of the time there was none :/
Cool idea cool game I liked it :)
Thanks for the feedback! I think your idea of a UI with the number of unhappy villager is a good idea! I definitely plan to continue expanding on this game, adding a tutorial and way more events.
First god type game I saw submitted so far, very cool. Like other's have said I think more tasks each day could be fun. Sometimes I felt like I was just looking around. Nice job though, it was fun!
Thanks for the feedback! Making a god type game is a bit ambitious, especially since I've never made one before, so I can see why not many people would go for this type of game haha. Spent quite a bit of time figuring out the system side of things, leaving only time for me to create a couple villager events. Nonetheless, glad you enjoyed it! I definitely intend on updating it sometime after the jam with way more events!
I think it's a good choice to create a stat management sim in relation to theme and i think it's quite helpful that you have shown how each choice will effect certain stats before you choose them! I like that the choices add some personality and character to the game, and I thought some of the events were quite funny, although I would've liked if the choices had effects on the other character's around like for example if one character got punched by another guy, then the next choice would be about that guy getting injured, to make your choices feel more impactful.
I also think that game could have been made more difficult each day with more choices, and maybe like a timer on the choices to give it more tension.
I like the presentation though, has a decent level of polish! I quite like the detail of the current day number getting bigger.
Good Effort! : )
Thanks for the feedback! The game getting more difficult each day was definitely originally planned, with the village gradually getting more and more chaotic as the days went on, but I spent so long on the systems I only had a handful of events I managed to make at the end :( The choices leading to other choices sounds like a funny idea haha, solving one problem just to create another. Also glad someone noticed the effort I put into the current day number getting better, I definitely was planning on making the final day the "boss" of the game and wanted to show you gradually getting closer and closer to that final day.
I really like the feel of this one. Took me a minute to figure out what to do, and like others have said I didn't have an issue with maintaining resources. Not sure If I'm just too good or if it's too easy rn. I'd like to see this expanded, some sort of village development like new buildings and stuff would be cool, whether the villagers just do it when you're doing well, or if you have some sort of control.
Thanks for the feedback! Definitely too easy right now, I plan on releasing a post-jam version sometime in the future that fixes bugs, balances things, and adds more content. Definitely plan on adding an in-game tutorial and a bit more story behind the game to give more reason to the player. Adding village development is a good suggestion, definitely would make the player more attached to the village and their decisions more meaningful.
Cool game! As somebody in the comments already pointed out, a few more quests per day would be good (and shorten the waiting time at the end of the day). Also, the amount of resources I had felt pretty easy to balance, so maybe consider decreasing how much you get at the end of each day. Or maybe let the quests cost more?
The artstyle and music were pretty good, btw :)
Thanks for the feedback! There were supposed to be 4-7 events a day but I overlooked something and there are usually only ever 3 or less each day as a result :( After the jam I definitely intend on balancing/tweaking everything you've mentioned, thanks!
The game has a great atmosphere. And the gameplay is better than mine))).
The only thing I think should be improved during the jam is to allow you to change the zoom to the other side.
If you are going to make this game a full-fledged strategy, make it with indirect control. Let the inhabitants of the village created by the player live their own lives, and the player himself solves their problems at will. Or creates new ones))) (orders to work overtime, change the type of activity, etc.)
What do you mean change the zoom to the other side? Did you know wasd moves the cam around?
I would like to see half of the map at once. Because the constant fast movement of the image doesn't work very well for me.
Thanks for the feedback! I definitely want to shift the difficult from finding the villagers more so to solving their problems, so allowing a further max zoom out is definitely on my list! I definitely want to give the player a bit more control, not exactly sure the direction I want to go with it yet after the jam, but I will consider your suggestions!
Pretty fun little idea. I kind of wish there were more requests each day, most felt like they only had 1-2. Overall cool little entry, great job.
Cool idea! Definitely lost the first time trying to interact with buildings, with the game being named Co$t Village; I assumed I'd be building the village. But on the second attempt, I figured it out and won! Good job!
Thanks for the feedback! Yeah the name was something I came up with in the last few minutes of the jam haha, a more fitting name might be better to clear things up some.
I am biased because I enjoy god games and it gave me that feel, but it felt rather easy since most of the villagers were happy I don't know if it's me but each day I got like a maximum of 3 unhappy people, I feel like with some polish and some expansion upon the idea it can be a solid game.
Thanks for the feedback! Definitely not just you, I also felt it was way too easy. There are supposed to be 4-7 events per day, but due to a flaw in the event system and lack of events there are usually less than three. Thanks for playing, I definitely want to expand it a bit further in the future, fixing bugs and balancing it more.
Banger idea ! The screen size is small so it got tedious to circle around but I really like the humor and art of the game :D I can see how the scope of the game was a bit too big for the few days we had, but this game has potential !
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I went to your github, I'm not familiar with godot and GDScript as I work in C# but from what I see :
- a lot of work went in system like the houses but I never noticed the villagers enter their home as I busy with gameplay (but you already are aware of that as you said in your game description)
- I could be wrong but maybe trying to achieve Composition would have been better for your events ? looks like Godot have "Resources" that look really close to the Unity "ScriptableObjects"
Hey Geiiko, thanks for the feedback!
I tried messing with the resolution and scaling of the game to try and match a pixel art aesthetic better, but think I will stick to a more normal resolution and scaling from now on. I completely missed that the npcs never went into their homes! At some point I guess I managed to break that.
As for the composition, I think it would've been a really good idea in this case. I could totally have made the events using custom resources, and I think it would've been way faster that way as I wouldn't have to parse a csv file. I do prefer csv files for editing though, since the custom resources in Godot are a bit difficult to change once they get more complex imo.
Thanks for playing!
I checked and it's not broken, i meant that it's not something I noticed while playing because my focus was on gameplay and circling around.
But it's also probably related to the screen size and my bad eyesight haha
Ah ok, I guess that kind of proves your point then xd, I also didn't notice any npcs entering their houses and thought I broke it.
Good job !
I think the issue here is maybe that it was too big of an idea. It's a very solide base, but there is unfortunately not that much to do apart from the events. It feel like the village can grow without me and it will still be fine. However, with that very cute artstyle and humour in the event, it can really grow to something reallyyyyy cool!
Thanks for the feedback and playing!
I was aiming for a more creative interpretation of the theme, and in the process think I came up with a bit too ambitious of an idea. I definitely think more special events like monsters attacking, houses burning down, and so on would make the player feel like they are way more important and that the village needs them. If I were to further develop this, I would definitely want to make the "critical" danger-level events things like monsters attacking the village!
Good submission! I don't know if it has potential for larger scale game, but it was entertaining for the short playtime I had :) Maybe this could be a nice side mechanic to a more general strategy game?.. Like, you build and manage your village, command villagers to collect resources and produce stuff, but then those villagers actually have their everyday life problems you get to solve too.
Thanks for the feedback!
I think your suggestion is really good, making it more of a side mechanic. You definitely would feel more attachment and weight to your decisions, having built or more directly managed the village yourself. Glad you enjoyed it!
very cute concept and design but i have some suggestions:
1-give the player less recources(i felt like i could choose the best coice each time)
2-make doing nothing cost no money but it makes the villagers angry(doing nothing in the game costs more than helping the villagers out)
3-make an angry villager meter that makes you lose once it reaches a specific level (the villagers kick you out cut seen would be fun)
4-respect for making this game in such small period of time , well done!
Thanks for the feedback and suggestions!
The gold cost for doing nothing was definitely a last-minute decision to try and make the player actually able to lose, ideally they would just lose happiness and eventually kick you out or straight up leave the village. Balancing the resources was also a bit difficult, and I agree with you, the abundant resources made the game way too easy.
Its a game jam after all you don’t expect to make a full balanced game but well done for making a solid playable experience !
This game genre is not for me, but nice job. It's a little hard to start playing without ingame tutorial.