Wow, played the post-jam updated version just now. You made an impressive amount of game for a jam! How much of it was added post-jam? The visuals and audio are great. I was a bit overwhelmed with info at the start, and mainly played by trial and error to figure out the mechanics. But a very solid foundation of a game. Nice work 😎
Check out the v0.31 i left it to download :) 0.31 is the gamejam version.
0.32 is the post gamejam with loads of new items added from feedback including the tutorial. its really hard to get the amount of knowledge to the player of a game like mine without having either a massive text description or the style i did it with a few arrows and short descriptions going through the items.
I am not very familiar with this kind of games. With this said I enjoyed playing for a few turns.
I felt really overwhelmed at the beginning and it took me quite a while to realize that I was actually gathering resources when clicking on the icons. I think that a short timer bar and a simple animation for the resource number would make it a lot more obvious (nothing fancy, just the number popping up bigger than normal and thn shrinking together with a suitable SFX, like hammer on metal for metals, etc).
I think the game would also benefit by having the screen move a faster when you approach the cursor to the limits.
I loved the polish. The music and the SFX fit the atmosphere very well and there is really a lot of content. It's really solid.
I just tried the game again until I got game over around day 23 or so.
The tutorial is a great addition and now I had a much better idea on what to do and how and what the goals where more or less.
Some things that I think might improve the experience:
- Have the amount shown that will be gathered upon click also on wood, metal and tech like you have on food. Although you say that in the tutorial it kind of got mished in my mind with all the other information and I wasn't sure how much I was gathering the first couple of days until I paid specific close attention.
- Have the different upgrades show the current level vs. max level. Although I saw that each upgrade added something new to the room, it's nice to have some affordance that tells you in a brief look the current state of the base.
- Maybe have the % increase in the relevant skill be explicitly stated next to the needed ingredients for the next upgrade (or show current % vs. next % for example). In the same way you show the % efficacy of the wall keeping attackers out between days.
- I think a transition between days showing if attackers will show up and if they manage to kill someone would also help. It could be implemented before any of the characters speak and in a similar manner to the info between days, showing your current defense % and making an enemy throw and showing their percentage. It's just an idea, anyway. It ocurred to me because I felt it was too abrupt, when the last one was killed I just immediately got the game over screen after the last click without any prior notice and it felt really sudden.
- This may intrude into your desired player experience, so you can ignore it if you want. I felt the progression was a tad bit too slow. Before game over I was able to build 1 bedroom, upgrade the wall 3 times and the radio and expedition rooms 1 time. Most of those were after day 15, though, so the beginning of the game was mostly clicking on resources without much thought and having the son complain about things I couldn't upgrade yet. After giving a bit of thought, because progression is mostly limited through chance with the spare parts, the guides and the seeds, it might be a good idea to start with 3 people (have 2 adults with 3 jobs and the son maybe just 1 as he is younger for example) and have the training room be just a bit cheaper to upgrade. I think that would have a positive impact on player engagement from the beginning, as sometimes you get nothing, sometimes very little of something and sometime near 50 spare parts out of the blue which limits player agency for future planning on how they would like to upgrade the base.
- This is just out of curiosity, I had the wall at level 3 and still had son and father get killed in subsequent days. Is that normal and I should have focused on upgrading the wall to 100% efficacy or did I just have very bad RNG?
I think that's enough for today :P. Let me know your thoughts.
Regarding the dev build, sure! If you think my feedback may be of use to improve your game let me know whenever you make updates.
Nice management game, many things could be added or improved, but that is normal for a jam game.
Some tutorials or guidance at the start would improve the experience, as i felt a bit lost at the beginning. The UI could "pop" a little, showing what changed, to attract the player attention, especially in the "Survived another day " screen. I didn't notice that I've lost one person until the food consumption was 30 in the next day, and not 40 as I expected.
Overall a nice start.
Ty. i will soon enough push the v0.32 update that has a nice tutorial which i hope is made to not bore the player but get over the needed understanding
I think its easier for you to just update it, so more people can play it. And I probably won't have time in the next days, so I would not be able to play it soon.
As requested, copying my comment from submission page to here :)
"Hey, nice submission! An entire survival game is quite an undertaking for a game jam, but you managed to make quite a nice submission in such a limited time! It took me a little to understand what I ave to do, so if you are planning to expand on this game in the future, a bit of a step-by-step tutorial would be neat. For the rest though, nice work!"
Ty. i will soon enough push the v0.32 update that has a nice tutorial which i hope is made to not bore the player but get over the needed understanding
Nice shelter resource collecting game, I didn't quite understand the expedition mechanics and mainly focused on getting enough food each turn, I did like that the rooms would visually change when upgrading them and the overall aesthetics was nice!
Ty. i will soon enough push the v0.32 update that has a nice tutorial which i hope is made to not bore the player but get over the needed understanding
Great fallout shelter style game! I saw the previous comments that you had to descope in order the meet the deadline, had pretty much the same feedback as others so I wont bore you with them as you already know :) I love what you did manage to put together in a short amount of time and hope you can continue to expand on your vision with this one!
Very impressive. So much content. It must have been a serious headache to playtest but it looks like the coding doesn't need any debugging. Very well put together. I'm not a fan of turn-based games but i still enjoyed it. :) Great game.
Wow, this game is big. I had some issues with the save feature, but it's probably on my end. This is the kind of game I'd like to play over a few sessions.
Some thoughts:
Cool splash art at the beginning
I wasn't able to figure out how to send people on expeditions, and also I couldn't get enough seeds to progress my base (I needed 10 to be able to build a garden).
For a new player, it's a bit confusing to figure out what each area does. Perhaps it could be useful to leave the name of each area permanently one, and show the details when the player hovers over it.
I think you have a good prototype for a very interesting game here. Keep at it!
Thanks for the offer, but I don't really have much spare time at the moment. I'm trying to build a portfolio myself, and between that, a full-time job and a newborn baby, my hands are full.
I like the concept of this game, so I will keep an eye on it. Every few updates (not each update) I will give it a try and send you feedback if I find anything, but I really can't be involved with dev builds as well.
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Wow, played the post-jam updated version just now. You made an impressive amount of game for a jam! How much of it was added post-jam? The visuals and audio are great. I was a bit overwhelmed with info at the start, and mainly played by trial and error to figure out the mechanics. But a very solid foundation of a game. Nice work 😎
Check out the v0.31 i left it to download :) 0.31 is the gamejam version.
0.32 is the post gamejam with loads of new items added from feedback including the tutorial. its really hard to get the amount of knowledge to the player of a game like mine without having either a massive text description or the style i did it with a few arrows and short descriptions going through the items.
Would you be interested in playing some dev builds before i put them live on itch.io?
I am not very familiar with this kind of games. With this said I enjoyed playing for a few turns.
I felt really overwhelmed at the beginning and it took me quite a while to realize that I was actually gathering resources when clicking on the icons. I think that a short timer bar and a simple animation for the resource number would make it a lot more obvious (nothing fancy, just the number popping up bigger than normal and thn shrinking together with a suitable SFX, like hammer on metal for metals, etc).
I think the game would also benefit by having the screen move a faster when you approach the cursor to the limits.
I loved the polish. The music and the SFX fit the atmosphere very well and there is really a lot of content. It's really solid.
ty for your repost of the comment moving it out of gamejam comments to the main game page.
V0.32 is live please check it out as there have been many upgrades to it from the feedback i had from players who tried it.
I just tried the game again until I got game over around day 23 or so.
The tutorial is a great addition and now I had a much better idea on what to do and how and what the goals where more or less.
Some things that I think might improve the experience:
- Have the amount shown that will be gathered upon click also on wood, metal and tech like you have on food. Although you say that in the tutorial it kind of got mished in my mind with all the other information and I wasn't sure how much I was gathering the first couple of days until I paid specific close attention.
- Have the different upgrades show the current level vs. max level. Although I saw that each upgrade added something new to the room, it's nice to have some affordance that tells you in a brief look the current state of the base.
- Maybe have the % increase in the relevant skill be explicitly stated next to the needed ingredients for the next upgrade (or show current % vs. next % for example). In the same way you show the % efficacy of the wall keeping attackers out between days.
- I think a transition between days showing if attackers will show up and if they manage to kill someone would also help. It could be implemented before any of the characters speak and in a similar manner to the info between days, showing your current defense % and making an enemy throw and showing their percentage. It's just an idea, anyway. It ocurred to me because I felt it was too abrupt, when the last one was killed I just immediately got the game over screen after the last click without any prior notice and it felt really sudden.
- This may intrude into your desired player experience, so you can ignore it if you want. I felt the progression was a tad bit too slow. Before game over I was able to build 1 bedroom, upgrade the wall 3 times and the radio and expedition rooms 1 time. Most of those were after day 15, though, so the beginning of the game was mostly clicking on resources without much thought and having the son complain about things I couldn't upgrade yet. After giving a bit of thought, because progression is mostly limited through chance with the spare parts, the guides and the seeds, it might be a good idea to start with 3 people (have 2 adults with 3 jobs and the son maybe just 1 as he is younger for example) and have the training room be just a bit cheaper to upgrade. I think that would have a positive impact on player engagement from the beginning, as sometimes you get nothing, sometimes very little of something and sometime near 50 spare parts out of the blue which limits player agency for future planning on how they would like to upgrade the base.
- This is just out of curiosity, I had the wall at level 3 and still had son and father get killed in subsequent days. Is that normal and I should have focused on upgrading the wall to 100% efficacy or did I just have very bad RNG?
I think that's enough for today :P. Let me know your thoughts.
Regarding the dev build, sure! If you think my feedback may be of use to improve your game let me know whenever you make updates.
With feedback like that, your input on the games progression would be very useful on helping the game be a better experience.
I'm currently building an end of turn mechanic/minigame to take care of the scrap, research/guide's, seeds.
Would you be interested in playing some dev builds before i put them live on itch.io?
Nice management game, many things could be added or improved, but that is normal for a jam game.
Some tutorials or guidance at the start would improve the experience, as i felt a bit lost at the beginning. The UI could "pop" a little, showing what changed, to attract the player attention, especially in the "Survived another day " screen. I didn't notice that I've lost one person until the food consumption was 30 in the next day, and not 40 as I expected. Overall a nice start.
Good work and good luck!
Ty. i will soon enough push the v0.32 update that has a nice tutorial which i hope is made to not bore the player but get over the needed understanding
V0.32 is live please check it out as there have been many upgrades to it from the feedback i had from players who tried it.
Would you be interested in playing some dev builds before i put them live on itch.io?
I think its easier for you to just update it, so more people can play it. And I probably won't have time in the next days, so I would not be able to play it soon.
As requested, copying my comment from submission page to here :)
"Hey, nice submission! An entire survival game is quite an undertaking for a game jam, but you managed to make quite a nice submission in such a limited time! It took me a little to understand what I ave to do, so if you are planning to expand on this game in the future, a bit of a step-by-step tutorial would be neat. For the rest though, nice work!"
Ty. i will soon enough push the v0.32 update that has a nice tutorial which i hope is made to not bore the player but get over the needed understanding
V0.32 is live please check it out as there have been many upgrades to it from the feedback i had from players who tried it.
Would you be interested in playing some dev builds before i put them live on itch.io?
Nice shelter resource collecting game, I didn't quite understand the expedition mechanics and mainly focused on getting enough food each turn, I did like that the rooms would visually change when upgrading them and the overall aesthetics was nice!
Ty. i will soon enough push the v0.32 update that has a nice tutorial which i hope is made to not bore the player but get over the needed understanding
V0.32 is live please check it out as there have been many upgrades to it from the feedback i had from players who tried it.
Would you be interested in playing some dev builds before i put them live on itch.io?
Great fallout shelter style game! I saw the previous comments that you had to descope in order the meet the deadline, had pretty much the same feedback as others so I wont bore you with them as you already know :) I love what you did manage to put together in a short amount of time and hope you can continue to expand on your vision with this one!
Thank you for the awesome feedback, and thank you for moving this from the gamejam comments to the main game page.
V0.32 is live please check it out as there have been many upgrades to it from the feedback i had from players who tried it.
Would you be interested in playing some dev builds before i put them live on itch.io?
Very impressive. So much content. It must have been a serious headache to playtest but it looks like the coding doesn't need any debugging. Very well put together. I'm not a fan of turn-based games but i still enjoyed it. :) Great game.
Thank you for the awesome feedback, and thank you for moving this from the gamejam comments to the main game page
V0.32 is live please check it out as there have been many upgrades to it from the feedback i had from players who tried it.
Would you be interested in playing some dev builds before i put them live on itch.io?
Wow, this game is big. I had some issues with the save feature, but it's probably on my end. This is the kind of game I'd like to play over a few sessions.
Some thoughts:
I think you have a good prototype for a very interesting game here. Keep at it!
Thank you for the awesome feedback, and thank you for moving this from the gamejam comments to the main game page
V0.32 is live please check it out as there have been many upgrades to it from the feedback i had from players who tried it.
Would you be interested in playing some dev builds before i put them live on itch.io?
Thanks for the offer, but I don't really have much spare time at the moment. I'm trying to build a portfolio myself, and between that, a full-time job and a newborn baby, my hands are full.
I like the concept of this game, so I will keep an eye on it. Every few updates (not each update) I will give it a try and send you feedback if I find anything, but I really can't be involved with dev builds as well.
Cheers man, and keep it up!