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LazarusGroves

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A member registered Nov 28, 2023

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Contrary to some other feedback I think that nature of the game, being a strategy tile-based game, is incredibly well executed and each tile provides information as to how it affects the environment with clear goals front and centre! I truthfully only had to skim the instructions after a few wins (and losses xdd) to really try-hard and minmax the winning element.

With regards to gameplay, I often found I could let the AI handle one of the three metrics for me then cull their structures on a need to go basis if they pushed the metric too far down. A workaround to this could be perhaps theorize an opponent that needs as harsh conditions as possible to live and works actively against our buildings with their own unique buildings, if not too convoluted of course.

The mechanic that really makes the gameplay pop is adversarial nature of playing against another inhabitant. It feels fair to play against as it's not too perfect where it feels like you're getting battered around by a StarCraft pro, and doesn't (from my playthroughs) know how to destroy buildings as such. This leads to feeling like you can create a bit too freely but that's perfectly fine especially against an AI (If you were to implement PvP I think this game could well and truly be a tonne of fun, but I am a competitive PvP player at heart so I may be biased).

The missiles and nuke actions feel very engaging as they often do in these sorts of tile-based strategy games like civ, and I think the animation really hammers it home along with the SFX, music and art style! Each tile was also thought out and it makes intuitive sense as to why a giant mirror for example lowers temperature, I love it!

The only real 'criticism' I have is that the less instructions the better I always feel (much easier said than done of course). The only 'missing' element that impedes intuitive gameplay for someone who is well acquainted to the genre is being able to hover over combination tiles to see just exactly what they did when combined. This can remove the one hidden element of "Hey I saw my mirrors combined there, but just how much did they do numerically and should I do it again?".

Incredible execution guys! Hope you take this further, I'd love to see some developments in the future if you plan to :)!

Thank you so much for this video!

Having live gameplay is definitely something we greatly appreciate as it allows us to comb through multiple interactions and user experiences that otherwise are shrouded behind comments. Thank you for the feedback!

We had just as much fun watching your playthrough believe us!

The art and soundtrack are both really complementing to the gameplay itself, I feel as if many other comments echo that sentiment so well done guys!

In regards to gameplay; it does feel a bit too difficult to survive. While I appreciate that it's not meant to be easy to survive given the context of the game, perhaps the way in which you lose could feel as if it has a bit more causality to it than random events which greatly and negatively impact your progress.

I think this could be really, really fun given a bit more time to work out some of the seemingly unfair mechanics but the core gameplay is definitely there and definitely engaging and fun.

Thoroughly enjoyed this entry! Goodluck!

(I'm still hunting for the secret third ending! Or maybe I'm just bad xdd)

(2 edits)

Thanks for the feedback! The RNG element is something to keep an eye on like you said, perhaps some sort of pseudo RNG would provide a better experience all-round along with a clearer goal element or scoreboard.  btw: We also really liked Terrafrontier!

"which is good for the game but bad for the jam" really stuck with us, I think our initial scope was much larger for our first time trying so we live and we learn! Thank you for the feedback it's greatly appreciated!

Mmmm definately, thanks for the feedback! :)

Thanks for the feedback! :D