Lightning in a Bottle seems bugged, it doesn't cooldown and stays locked.
It'd be nice to have a bit more direct control over what you'll draw, as some "common" buildings (fields, apple orchards) are useful for combos later on.
It seems like there's certain 'chains' where by placing one building you unlock others (e.g. placing a windmill will give you wheat fields), but if you try to have as few of these 'chains' active as possible you increase the chance of getting buildings that synergise with your existing ones. I like the idea, it just feels a little obtuse when your only other form of hand management is limited rerolls.
A related UI bug, you can select a building then reroll the hand, and still can place the building from the 'old' hand.
I love this. Reminds me of Simmiland, but the turn-based nature is far more relaxing. Noticing, during the first few playthroughs, how it's important for the town to grow exponentially in order to meet the tax demands is also a delight.
I also love the art style, but at times I have trouble distinguishing between some of the buildings - especially orchards -, having to read through the descriptions to differentiate them.
Easy exploit: Get an Amethyst. Place a wizard tower. Get a lightning bolt. Use lightning bolt on wizard tower to get 15 gold and a lightning bolt. Repeat.
Just finished the first island! Really fun so far (and great music). One thing that would be nice would be a way to highlight existing buildings of a given type. Say I'm building a hunting lodge, and I click on the apple orchard symbol, it would be so helpful for all already built orchards to blink or something on the map. When your town starts getting really dense it can become difficult to parse quickly
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Capitol seems a bit OP.
Lightning in a Bottle seems bugged, it doesn't cooldown and stays locked.
It'd be nice to have a bit more direct control over what you'll draw, as some "common" buildings (fields, apple orchards) are useful for combos later on.
It seems like there's certain 'chains' where by placing one building you unlock others (e.g. placing a windmill will give you wheat fields), but if you try to have as few of these 'chains' active as possible you increase the chance of getting buildings that synergise with your existing ones. I like the idea, it just feels a little obtuse when your only other form of hand management is limited rerolls.
A related UI bug, you can select a building then reroll the hand, and still can place the building from the 'old' hand.
Cool game, I had fun.
Thanks for the feedback :)
I love this. Reminds me of Simmiland, but the turn-based nature is far more relaxing. Noticing, during the first few playthroughs, how it's important for the town to grow exponentially in order to meet the tax demands is also a delight.
I also love the art style, but at times I have trouble distinguishing between some of the buildings - especially orchards -, having to read through the descriptions to differentiate them.
Thank you :D
Yeah the game is quite hard to parse at a glance, with so many different but similar looking buildings.
Thanks for the feedback!
Easy exploit: Get an Amethyst. Place a wizard tower. Get a lightning bolt. Use lightning bolt on wizard tower to get 15 gold and a lightning bolt. Repeat.
xD we never thought of that, that's great!
Just finished the first island! Really fun so far (and great music). One thing that would be nice would be a way to highlight existing buildings of a given type. Say I'm building a hunting lodge, and I click on the apple orchard symbol, it would be so helpful for all already built orchards to blink or something on the map. When your town starts getting really dense it can become difficult to parse quickly
Thanks so much! And that's a good idea, I got so good at parsing it through playing it so much that it didn't occur to me
Lovely game. Really nice progression and finding the synergies between all the towns, farms and craftsman was a lot of fun :) 5/5
Thank you <3