Bottlecolonies by tcstyle
Place the buildings of tiny bottle world colonists. Unfortunately the different colonist factions don't like each other that much.
All handdrawn graphics and handmade guitar soundtrack.
For windows just unzip and run "Bottlecolonies.exe". Linux users should get it working with starting Bottlecolonies.py.
Made with python2.6 and pygame.
Btw, my highscore in level 1 is 126.
** Update: **
There is now a post-compo version available which includes some of the suggested improvements made in the comments.
All handdrawn graphics and handmade guitar soundtrack.
For windows just unzip and run "Bottlecolonies.exe". Linux users should get it working with starting Bottlecolonies.py.
Made with python2.6 and pygame.
Btw, my highscore in level 1 is 126.
** Update: **
There is now a post-compo version available which includes some of the suggested improvements made in the comments.
Ratings
| Coolness | 100% | 1 |
| Overall | 3.78 | 60 |
| Audio | 3.39 | 96 |
| Fun | 3.44 | 117 |
| Graphics | 4.22 | 31 |
| Humor | 2.09 | 513 |
| Innovation | 3.49 | 174 |
| Mood | 3.42 | 86 |
| Theme | 3.60 | 138 |
I'd love a silouhette so you see where you're placing your tiles.
Neat concept, good job :D
The good: the gameplay and the graphics.
The good (but less): the music, it's a bit repetitive.
But overall a great game ¡congratulations!
Good job :)
Otherwise, it was pretty great.
The mechanic was very interesting, and I can see how if you spent a long time playing you'd be able to master it and come up with some good strategies. It had a lot of depth to it.
Really great game. Nice work :)
- a marker where you'll actually build
- additional music track(s)
My only criticisms would be the same as others about misplacing blocks due to the grid, but a marker would fix this as you are apparently doing, so great :D
it isn't exactly my type of game, but it is still a really well done one.
It would be helpful to have an indicator for where the tile will go, especially for the larger tiles as they sometimes didn't go where I intended.
Shame it was sometimes hard to place things and if only you had had more than 48 hours because there would be more levels! Couldn't get enough! :)
I think you've got a solid fun core in, but the only reason I quit was that I felt the game getting drawn out. A really good way to get the player to feel like he's progressing without adding too much content is to get things to chain-react and spiral as he gets deeper into the game.
For example, after I have placed a lot of blue settlements next to each other, they would all keep giving me score every turn, resulting in my score increasing exponentially during the game, which I think would be a lot more fun.
Other things you could try are maybe certain other special tiles or settlements. I'm not sure what the normal ground did if anything, but perhaps strategic stuff like..most of the tiles need to be placed away from other kinds, but what about a tile that gives you a super duper bonus if it's placed touching all 4 colours of settlements?
Most players would try to get them away from each other as far as possible, but it'd take some skill and be pretty fun to try and leave the possibility to keep them in close enough proximity to utilize this tile when it comes.
It's adding risk to the game, which is always fun!
Nice music, fits a lot of "hand drawn" or stick figure games you see these days.
Here are some thoughts I had while playing:
* To me the writing GET: 100 implies that I need to get 100 points to finish the level which had me confused for a while as I finished levels even if I didn't have "enough" points. Being more explicit about it being some sort of high-score would be nice. Also I would place the score count next to it to make it easier to compare and understand the relation.
* The discard button didn't make much sense to me at first as I would loose 20 points from using it but placing a building in a bad place would at the most cost me 4 points. But after realizing there are situations where you can't place 1x2 parks, I appreciate the necessity. It still seems like a boarder case for me as a player but I'm not sure how one would go about designing around it and it's only my humble opinion. :)
* One case where it did something unnecessary though is when there's no possible way you can place a 1x2 or 2x1 park but one is still added to the list. It happened to me a few times and it felt a bit frustrating as I couldn't do anything about it.
* Loosing the game reaching a score of zero seemed a bit arbitrary to me and it didn't really seem to fill any function. I think the game would work just as well without it as the motivation for playing don't seem to be surviving the level but more getting the highest score possible which is the real challenge.
* As have been said before, some special bonuses would be nice but I still think it would hold up as it is now with a few more levels.
All in all, a really great entry. Nice concept that was fun to play. The graphics fit the game well and so did the music (which reminded me of the soundtrack for Dwarf Fortress which I'm very found of).
Awesome work!
Thanks for this in depth review. I'll try to add some of your suggestion to the post-compo version. Especially the idea with a tile that gives a bonus only for having all four colours adjacent sounds great.
@ kasarun:
Yes, it was all drawn on real paper with artist pens and coloured pencils.
@ Jesper Oskarsso:
I really appreciate your detailled comment. Helps me to improve the post-compo version. I thought the mechanic to keep in mind that the bigger tiles have to be placed in the end, hence the dicard button, quite essential. Will think about it again. I'm already working on additional levels with some twist in the map layout.
After finishing the guitar track I was also reminded of the Dwarf Fortress soundtrack. Wasn't intended in first place but I think it fits great here.
Now I'm off to play and rate the games of you who commented here. Thanks again.
BTW, the Linux one worked on OSX for me.
Probably caused by the filename '...exe.zip'.
Noted too late that this could cause problems with antivirus software. In case you have python and pygame installed you could try the source/linux zip.
One thing that would improve the game (you probably already did it in the post-compo) is a "shadow" to show where a tile will fall - this is specially important for 2-tiles parks.
Thanks for the game!
The gameplay was interesting, but a little difficult to understand. Not that it was difficult too play, but it took me some time to understand what the smartest moves were and by that time it was too late and my formations were going bad and I couldn't make the first level :( I think the main problem is that the feedback of bad choices is only reflected much later than when you make the bad choices, because it takes quite some moves until the 'villages' grow too close together and only then can you see that you made a mistake before..