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A jam submission

Incremental Star CityView game page

Build a MARS launch base and count 1,000 colonists down to zero.​
Submitted by pavelee — 19 hours, 10 minutes before the deadline
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Incremental Star City's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#24.0004.000
Fun#43.6673.667
User Interface (UI/UX)#43.6673.667
Visuals(Graphics)#63.8333.833
Sound/Audio#103.3333.333

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

DevLog Link
https://pavelee.itch.io/incremental-star-city/devlog/1652472/let-the-player-build-up

Developer Feedback Questions
Do you like the fantasy behind the game?

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Comments

Submitted

The beeping sound of the rocket is a bit unpleasant.

I like the tutorial. It does a good job of teaching the game and letting the player have freedom to design their base. The map is a good size allowing plenty of freedom to pick a spot that works for the city that the player wants. I think that having the last step connect all of the pieces into a functional base was a good choice.

I feel like the "FIT" button should be down with the text on the controls to make it more cleat what it meant.

I like the music.

A nice to have would be to have a demolish option so that, if you place a building in a spot you don't want it, you take it down and fix your city. I think that maybe giving half or three quarters of the Regolith back would be nice for the demolish, though you could have it not give anything back and I think that it still would feel fine. Edit: Discussing this before posting, it was pointed out that this feature was recently added. It would be good to add it to the tutorial, or somewhere else in game to be more clear it is there.

Another idea I have is that maybe have the veins of Regolith deplete over time, but there are more on the map, so when one runs out your excavators can go to another one.

The screen shake effect when a rocket launches is a little much. It make it very hard to place a building, and since there is no demolish, if you click wrong, you might not be able to get your city looking how you want it.

A nice to have control would be using the middle mouse to drag the screen around.

I got every upgrade up to max, just before my final rocket launched and I got the winning text.

I've enjoyed playing Star City. I like the combination of Sci-Fi and builder, and getting my rockets up to a HUGE size was fun. I stopped playing after sending 6149 colonists to mars, sorry, 6420 colonists.

-R

Developer(+1)

Thank you for the feedback!

Submitted

Really really nice, lovely visuals, very polished. The only thing I would say is to maybe add a road feature for the trucks to follow. I think it would make it a bit clearer where everything is going. But awesome game, very nice.

Developer(+1)

Thank you for the feedback. I am glad you enjoyed

Submitted(+1)

I played the original version when you released it, and enjoyed it. We were really busy at the time and I didn't have the energy to write up my thoughts into a coherent comment. When I saw this in the jam I was looking forward to checking it out and seeing the updates.

I like the tutorial. It does a good job of teaching the game and letting the player have freedom to design their base. The map is a good size allowing plenty of freedom to pick a spot that works for the player's vision. Having the last step start everything into motion was a great design choice. One minor thing on the tutorial. When you get to step 9/9, the button still says "Skip tutorial". I'd change that to "End tutorial", or similar.

The hover text on the transporters mentions carrying finished parts, but not transporting the ore to the factories.

When a ship is fully assembled it plays the same sound as for a countdown, but beeps only once. That does draw attention to it, but I think it would be nice if the sound was different. It makes me think it is starting the launch countdown. The main countdown is plenty of time to get back to watch the launch, but I do like the heads up when it is assembled. I'd just prefer a different sound so I have a more clear idea of timing for when I should scroll over there to watch, especially when there are multiple pads.

On the upgrades screen, I was wondering what the "FIT" button did, as nothing happened when I pressed it. I was starting to comment on it when I finally noticed the small text at the bottom about panning and zooming the upgrades screen. I've never felt the need to zoom or move things, as everything fits just fine and is readable for me. If yo continue to expand the tree I could see that being useful. I think the zoom/pan informational text needs to be more visible. Being so small, and over the main UI buttons, makes it easy to miss. It could be placed in a Panel Container with a different background color of its own, or maybe have the text be brighter white. Moving it next to the FIT button could also help connect them. This isn't a huge issue, but I kept wondering about that button every time I opened the screen. A tooltip on the button would also be a good choice.

An accessibility detail here. It would be a good idea to have an option to turn off screen shake. That can be problematic for some people. It was only a minor annoyance for me when I went to place a new Launch Pad and things were shaking so I couldn't get it where I wanted it. A general option for it in the settings is what I was initially thinking, but a nice extra would be if you could hold Shift, or some other key, to temporarily disable it while placing things, especially if you have a lot of rockets going off.

I got every upgrade but Heavy Lifter before the last group of the initial colonists launched, and I sat on the upgrades screen to get it as soon as the points were available, which was just before the Congratulations popup showed. I had 4 of each building. I had 5 Excavators. I think I had 6 Transporters, but they were moving too fast to reliably count them. It would be nice to show a count somewhere. A game like this can always use more stats and details! Similarly, it would be nice to have a score, or overall stats screen when you win. Something like totals of everything mined, built, accumulated. Maybe include how long it took. Something you are probably not tracking, and I'm not sure it would be worth the effort of doing so, but might be fun, would be distances traveled. How many steps did the colonists have to walk to get to the launch pads? How much distance did the Transporters and Excavators cover?

A nice to have control would be using the middle mouse to drag the screen around.

I've enjoyed playing Star City. I do like Sci-Fi and builder games. It is simple and short, so works well for something I can play to relax, and also not feel like I'm going to be sucked into hours of playing when I should be working (or getting some sleep), at least in its current state ;)

Reading your devlog, I like Rootwarden, but fully understand the need to step back and try other things sometimes. We also had some projects we thought were going to be our big project, and then found we could not make our vision work for a full game with where we were going and our skills of the time. It can be easy to get yourself in too deep and locked into a certain direction that things just aren't working. Maybe after stepping back and working on this it will inspire you with new ideas for Rootwarden, or something else you want to work on more.

Developer(+1)

Thank you for the great feedback!

I’m glad you could enjoy it and relax :D

I tried to iterate with Rootwarden. I even prepared a prototype, but it was messy and I couldn’t find improvements or proof that it’s worth scaling. I was even close to changing the game to a full RTS, but I felt I was against getting into a complete redesign… (almost the 7th?). It was exhausting, because doing another redesign means there is not much to show, just tons of work under the hood.

This project has similar core mechanics (buildings, units, complex systems etc.) with a clearer city-builder genre. I feel it’s now a good idea to push this project and then come back to Rootwarden with a set of improved mechanics and a refreshed idea for the game.

Probably that’s part of the gamedev journey. Experience that moment when sometimes we need to take one step back to make two forward next.

Submitted(+1)

Stepping away and doing this is a good idea.  Perhaps the next step, after you are done with this one, might be to make an RTS. Don't redesign Rootwarden into it. Just let that RTS inspiration be its own thing, probably as a jam game, and go wherever it takes you. You may find doing it that way relieves some of the pressure of what you want Rootwarden to be, but also lets you get those RTS ideas out to play with. Maybe do another with a different aspect of what you want for Rootwarden. Just do some small jam games to play with the ideas, and find the pieces you like for each. Then you can come back and look at Roorwarden as the bigger project that can draw from what you learned with all the smaller pieces. We all have those dream projects we'd love to do, and often try to start them before we are truly ready. Yet, having started the project, you can have a feel for where the potential problems are and use what you learned to guide your future projects. I've been enjoying your games, and look forward to seeing your future work!

Submitted

Hey, that was fun. Some of the pacing was a bit off if you wanted to turn this into a full length game. I think giving the player 7 buildings to make at once can be a bit overwhelming in the first minutes. It might be neat to have a different things to build as you go on. Maybe give the player options to build roads between places to increase drop off speeds. Also, more visual changes when you upgrade things, I noticed the rocket did but the buildings would be nice as well. Some of the text on the rocket is a bit bunched up and hard to read. Maybe giving the text a box around it could help. The clarity between the ground and buildings could be better. Maybe just lowering the brightness of the ground could make the buildings pop more. 


This last bit, not saying you do anything with it, but i'd argue your game is actually a base/city building game, not an incremental game. I'm just being pedantic here, I just wanted to point it out. Cool entry

Developer(+1)

Thank you for the feedback!

I tried to build incremental to keep it small but I fully agree that the game has city-builder vibe. Currently I will try to check a path for more rougelite vibe that could be much better fit for this kind of game.

Submitted

What is "Inrecemental"?