April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World
Mouse only.
Objective: 65000 current wisdom (roughly - it's the sum of all possible upgrades + 10%).
Buildings are categorised by their wisdom output, from School (highest) to Farm (lowest).
Bless/punish: randomly, buildings are struck with either good luck (green event text in the tooltip) or catastrophe (red event text). You may choose to reverse the effect by punishing (to counter good) or blessing (countering bad) the structure. Blessings will give you a short-term boost in wisdom income, but a long-term *loss* in wisdom income (translated as "people are inspired by their god's actions, but grow quick to expect it all too often"). Punish should not be used (it destroys output both during and after because of feature-creep in dev time).
Upgrading: you can only upgrade one building in a category at any one time, but several categories may be upgraded simultaneously. For example, you may not upgrade two schools, but you may upgrade a castle and a school. All remaining buildings in the same category are upgraded (the new knowledge spreads) once the first completes. ** Upgrade speed is determined by the building's wisdom output. **
New buildings are created as existing buildings of the same category reach a certain stage of maturity (hidden value). This process is automatic.
Technical note: if I recall (it's 3.30 in the morning, bear with me), you need at least Flash 10.2 to run the game - I don't think I bumped it to 11.2 just because I "could".
Hotfix version uploaded and github pushed (so you can verify the minimal change yourself if desired). Again, the original is still up in case you're a stickler for "what was submitted at deadline is what is judged". Thank you.
Downloads and Links
Ratings
#393 | Audio | 2.56 |
#651 | Coolness | 48% |
#713 | Innovation | 2.32 |
#730 | Theme | 2.39 |
#734 | Humor | 1.57 |
#819 | Mood | 1.90 |
#833 | Fun | 1.86 |
#841 | Graphics | 1.93 |
#858 | Overall | 2.04 |
Comments
The z-sorting is completely off, true. I didn't mess with it in the hotfix, considered the improvement cheating.
Thanks for your comment and for trying the game :-)
I agree with the other posters here, and I wasn't really sure what to do. Most of the time, the game told me that I couldn't apply improvements to "that building type" and I somehow made it to the feudal stage and completed the game without knowing what I was doing.
I was initially pretty into it, but as the game went on I started losing the ability to perform actions and there was no real explanation as to why or how I could change that. Also one note, the pop-up HUD that shows up when you click on those squares is positioned behind other squares. So when I wanted to interact with farmland, the HUD was behind the castle so I couldn't read it. Just letting you know! :)
Could definitely do with a tutorial, or at least a help screen!
Interesting idea (I liked the concept of Blessing/Punishing) but, like previous comments have said, definitely confusing. With a little time & love, I think there's a basis for a nice sim game in here, though.
I don't get it and can't rate the game, as I really don't know what I'm supposed to do.
I won't rate it because I don't get it at all. Just clicking the building, punishing, and nothing seems to happen :/
Thank you all for your comments, they've been very enlightening and - surprisingly - constructive without prejudice :)
I've added a new screenshot with mechanics description as well as added an in-depth explanation in the description field.
It's not bad, but I definitely have to agree that the game needs to guide the user more. It isn't obvious which options are supposed to be applied to which buildings.
You may or may not have caught this bug, but I've also seen buildings spawn on top of the top-left controls at the very beginning of the game.
Wasn't really sure what I was doing in the game (just clicking things to things) and then won. As others have said, z-fighting made it difficult to read certain things or descriptions. Lots of potential though. A little more work and the game could become pretty fun.
It looks like there was a cool idea underneath it, but I don't really understand how to play and there are some drawing problems... better luck next time :)
Interesting little game. Definitely need to improve on the controls as they are not very intuitive and work out some z-sorting issues. Keep it up.
I like the animation for the farm and the music fits the mood well. The upgrade system is too broken to get a sense of how I should be making choices (the number below each is a wisdom threshold rather than a cost and wisdom generally grew faster than this threshold) and there doesn't seem to be any reason to make use of the bless/punish events (does luck affect a building's wisdom output?). It could be more engaging if you provided more feedback to the player (e.g., actively indicating when an event is available at a building).
Well... apparently I clicked the wrong building... many times.
This game has great potential, with some bug fixes and in-game help it could be really good.
Cool idea, but add me to the confused list. I don't know if someone has mentioned this, but it seemed to say wrong building even when it was the right building? Also the progress bars would jump back and forth, and the white text at the bottom overlapped.
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Good concept, seemed like it just needed a bit more time-- I did have some issues with z-sorting, as well (the text boxes would often be shown underneath other buildings). I was using Chrome for the playthrough.