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BertrandAlexandre

5
Posts
A member registered 18 days ago

Creator of

Recent community posts

I MtheM,

Thank you four comment!

In the next version we will try to not introduce all fonctionnalities at start of the game to create a progression.  We also will add secondary objectives (as the first one will be to try to survive as long as possible). And we will try to add more fonctionnalities and diversity.

And the main next topic: work on the balance.

I Gacoby,

Yes, we will work on balance for the next versions of the game.

Hi Yernow,


Thank you for you comment. Yes balance is our big mistake. We will improve this!

(1 edit)

Hey, thank you for your remarks!


We both, NoCymer and me, want to continue this game. So we're working on the UX design of the game.


Your propositions about UX are really interesting!

We added modal close functionnality on backdrop click.

Now traits book is oppened at the correct pagewhen you click on an item if the item is linked to a trait. Also if you click on a trait in the citizen description sheet it opens the traits book at corresponding page. Same things for the faction emblem.


About game goal the original idea was to try to survive the longer as possible and with the most citizens as possible.

For this we will try to work on balance (this is the main mistake of our submition).

We also will indicate this goal to the player.

Maybe we can gererate a score in the game over scene.

And we will also add secondary objectives. Some ideas :

- Reach X citizens

- Survive X days

- Build X buildings

- Reveal X hidden traits

- ...

(1 edit)

Hey, thank you for your remarks!

We both, NoCymer and me, want to continue this game. So we're working on the UX design of the game.


We're adding tooltip to explain all buttons and fonctionnalities to the Player. We also will progresivly introduce the fonctionnalities to not over inform the player in the early game.

Now the recrutment phase is skipped when all beds are already filled. Only the fade in / fade out black transition screen is displayed and a message is added on the center of the screen telling player it must add new houses. We also added a save icon as the game is saved between the recrutment phase and the camp phase.

We will also add tooltip in camp to tell player witch building has been destroyed or witch citizen has been murdered.


We also will work on balance as this is the main mistake of our game submition.


We have many ideas for the future. We need to determine witch ones will be good and then implement them. Some of them :

- world events

- merchant

- truth potion to reveal hidden traits

- traits intensity. Low intensity trait has poor impact or low trigger rate and high intensity trait has rich impact or high trigger rate.

- camp extension

- ...