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(+2)

Really interesting game! The core loop is engaging, and it gets pretty hectic trying to produce and drag all the resources to the right places with such a tight time limit. On my first playthrough, it felt like there was barely enough time at all and I only made it to round three. I gave it another go and managed to get to round five, so it was nice to at least see some progress as I figured things out!

I also have a few thoughts: having to repeatedly drag individual cards from the bottom gets a bit tedious, especially when things speed up. Repeating what someone else mentioned, being able to drag multiple at once would have also helped. Also, it would be great to know what a plot will produce before paying to unlock it. Early on, fulfilling the gods' demands kept me so busy that I didn't really have the spare materials to just unlock plots blindly, and when I needed them it was almost too late already.

Overall, great job!

(+1)

Thanks a lot for the detailed feedback!

Regarding batch dragging: making it a default feature might break a hidden core mechanic built around "attention management." Single dragging requires player time and focus, which creates that intended pressure. If you could drag everything at once, that pressure mechanism disappears! However, I'm thinking of evolving this idea for future updates — instead of giving batch dragging right away, player could unlock/buy tools that allow for more efficient resource handling.

As for the building plots: at the start of each era, the game actually states which building is available and what buffs/debuffs are active for that era. But I totally agree that adding a UI tooltip/indicator directly on the plot would be way clearer — we just ran out of jam time to implement it!

Glad you saw your progress improve on the second try. Thanks again for playing!