Play game
Changing of the Gods's itch.io pageRate this game
In order to rate this submission you must be logged into itch.io and have submitted your own entry. Anyone with an account can leave a comment.
Leave a comment
Log in with itch.io to leave a comment.


Comments
An interesting concept for a minimalist city builder with Minesweeper-style exploration. The idea of building a settlement, earning the favor of your gods, and destroying ancient temples gives the game a clear objective and fits the jam's theme really well.
The tutorial does a good job of explaining the main mechanics: gathering wood, building farms and houses, exploring, priests, devotion, and the consequences of attacking enemy temples. The pixel art also works really well, especially the dark map and mythological atmosphere.
The main issue is the early-game balance. During my first playthrough, I ran out of food very quickly, and one of my villagers died before I had enough time to fully understand the building options. This makes the beginning feel more punishing than strategic. A little more room for experimentation, or clearer guidance on which actions to prioritize, would make a big difference.
The interface is functional, although some icons and information are quite small and not particularly intuitive. Still, there's a solid foundation here. The combination of exploration, resource management, and divine consequences has the potential to become really engaging with some adjustments to pacing, visual feedback, and difficulty.
A creative and promising jam entry with its own identity and plenty of room to grow!
Great feedback, plenty I can take away and use to improve the game going forward. The early game issues are new, its funny how you miss things when playtesting your own game... I'll have to think through how best to address that.
This is my first time creating a true functional UI like this rather than just a status HUD for an action game, so that feedback is very well received. Definitely agreed about readability issues.
An interesting concept for a minimalist city builder with Minesweeper-style exploration. The idea of building a settlement, earning the favor of your gods, and destroying ancient temples gives the game a clear objective and fits the jam's theme really well.
The tutorial does a good job of explaining the main mechanics: gathering wood, building farms and houses, exploring, priests, devotion, and the consequences of attacking enemy temples. The pixel art also works really well, especially the dark map and mythological atmosphere.
The main issue is the early-game balance. During my first playthrough, I ran out of food very quickly, and one of my villagers died before I had enough time to fully understand the building options. This makes the beginning feel more punishing than strategic. A little more room for experimentation, or clearer guidance on which actions to prioritize, would make a big difference.
The interface is functional, although some icons and information are quite small and not particularly intuitive. Still, there's a solid foundation here. The combination of exploration, resource management, and divine consequences has the potential to become really engaging with some adjustments to pacing, visual feedback, and difficulty.
A creative and promising jam entry with its own identity and plenty of room to grow!
interesting take on mine sweeper
I found the idea quite intriguing, especially the exploration being Minesweeper-style, which is quite unique. The game is easy, though. You kind of just get more stuff whenever you need it, and whenever you find a temple, you send everyone you've got to it and pray for rain. It has great potential, however. The sound effects are kind of a miss, sadly enough.
Overall: 6.8/10. Really love the idea, though.
Love to hear the feedback that the game has potential, I had fun making it and want to keep working on it.
Agreed that those are the weakest parts of the game. I did not get the chance to iterate on the late game difficulty ramp the way I wanted, and the audio needs to be reworked.
On the difficulty thing, I definitely need to playtest and tune the numbers more, but I also have some ideas and features that I didn't have time to implement during the jam that might help out with that. Thanks for helping me confirm that thats an important thing to focus on!
like
I like the aesthetics
Thanks! Just don't look at the mountain tiles... I ran out of time and didn't get to iterate on the initial placeholder art I threw in there.
quiet a interesting game but i am thinking will it be too easy if you don't destroy those temple until you have lot's of resources?
Good feedback, I honestly didn't get as much time to playtest late game/farm heavy strategies like this as I would have liked so I bet you're right that its not balanced well enough against people who would explore the whole map and bank resources...
I did try to address this by giving you things to spend food on, making wood and stone limited resources, and forcing you to expand and spend favor, but It might not have been enough. I want to keep improving this game so I'll be sure to test those scenarios more. Thanks!