City Building Similuator by stolA
City Building Similuator
HOW TO PLAY:
Arrow Keys to move the cursor around
z (A) to select a human
X (B) to open building menu
A (X) to go back
The Goal is to Advance to end of level 3 (the blue bar) with as many sets of four colors as possible (one of each). Each human will have a different color assigned to them.
By building blue schools, you can increase the speed of advancement. Gold Mines will increase your gold production rate.
The population will increase over time and people need more food, causing your hunger bar (green) to decrease more rapidly. If your hunger bar drops to zero, three random citizens will be eaten.
You can build green houses to prevent that. Or... you can sacrifice your citizens for food.
Which citizen is most valuable to you, make your choice.
| Other (platform) | https://tic.computer/play?cart=687 |
| Original URL | https://ldjam.com/events/ludum-dare/43/city-building-similuator |
Ratings
| Overall | 997th | 2.658⭐ | 21🧑⚖️ |
| Fun | 988th | 2.395⭐ | 21🧑⚖️ |
| Innovation | 949th | 2.553⭐ | 21🧑⚖️ |
| Theme | 704th | 3.184⭐ | 21🧑⚖️ |
| Graphics | 824th | 2.842⭐ | 21🧑⚖️ |
| Humor | 840th | 2⭐ | 20🧑⚖️ |
| Mood | 963th | 2.289⭐ | 21🧑⚖️ |
| Given | 32🗳️ | 0🗨️ |
I keep pressing Z, but nothing is happening in the map and I am getting the 'invalid position' error. Is this location based on my cursor? If it is, it isn't clear and there should be some kind of hover or visual selection to see where this 'position' is, and maybe even a warning or prompt to state why it is invalid eg "There is already a building here.". If it's not based on my mouse position then an indicator should be pointing to what it is referring to.
When I press X, I am using my mouse to click the building but nothing appears to be happening and there is no visual indicator to tell me that I have something selected either, which is really confusing.
I don't understand the two bars at the bottom right that are constantly going up and down. There is no explanation in the game as to what the bars represent and how they affect the game. Or if it does, it's not very visible and some visual effect should occur when the bar is filled or depleted. Or if not, even a simple text that says "You ran out of food!" would make the game clearer. My gold(?) income is also continuously going up but there are no indicators of where my gold is coming from. Maybe try a '+1' floating text to see where it is coming from if it's from the people?
Nevertheless, the graphics don't look too bad, but the building icons appear to be too pixelated as compared to the rest of the UI such as the gold coin icon and the humans. If the game has clearer instructions, it might be more playable. :)
But the graphics are pretty nice
Simple rules:
Green bar indicates hunger, when it runs empty. 3 random citizens will die. You can decrease your hunger lost by building Green buildings. Also you can point out 1 of your citizens with white cursor and press X. Then determine if you want to sacrifice the citizen. Sacrifized citizen gives you little bonus on hunger bar.
Blue bar indicates your technology, once it reaches full 3 bars game is over. You can increase the amount of technology you get by making Blue buildings.
Building "Grey" buildings (gold mines) will increase your gold gain and allows you to build more buildings.
Point of the game is to get 1 of each color which awards you 1 point. More points you get better. So when you are making sacrifices you should always find citizen that has least value to you eg. Color you got most at that moment.
Also simple instructions for moving and building:
No mouse mouse controls.
You move with your arrow keys.
You can point 1 of your citizens with your white cursor and press Z, which will select the citizen and show it's Color. A to reverse and X to sacrifice it.
Pressing X will move cursor to Building Screen (on right). With Up and Down keys you can select which building you want to build. After selecting correct building press Z, and then you can choose position of the building. Place the building with Z and reverse with A.
Invalid Position is called if you try to place building out of the map or above another building.
Because we ran out of time, game is basically impossible to lose since citizens will born be faster than hunger bar can never reach 0 when at under 3 citizens.
Also thanks for pointing out the floating +1 gold, could have added that easily and we kind of regret not doing that. What comes to other instructions, we simply ran out of time. Ofc we could have added them on instruction page :(
Hopefully I answered all of your questions
Edit: If possible, it's also a good idea to get some friends to playtest your game to see how they react, to see at which parts they got confused, so you know what needs to be improved. This will help you learn a lot about your game too.
All the best for the jam! :)
That being said, while sacrifice is an element of the gameplay, given I don't exactly have a reason to care for the... villagers? Whatever they are, since they're just ultimately numbers for the score, and the random choice usually doesn't inconvenience too much, the sacrifice didn't really mean anything to me as a player, and I instead mostly focused on building choice. Although, that may just be because the population growth was too quick to have it matter.
Given the field size, and the lack of penalty for just stacking buildings right next to each other, other than a few instances of a person being in the way, the buildings were not functionally different from increasing a stat, or just pressing a button. Conversely, the need to move over a person to see their color, rather than a way to quickly cycle between them makes the act of finding a sacrifice enough of a nuisance to be discouraged from doing it.
To make the game more of a challenge, but still encourage sacrifices, I would make the field smaller, decrease the population rate, increase villager movement speed, and add buttons to quickly cycle between villagers, or alternatively, an indicator that shows their colors as they move around. You're free to disagree with my assessment though.
Minor, non-game breaking bug: Entering the build menu while an unbuilt building is still on the cursor, will result in text doubling up in the bottom bar.
With this our plan was to force the player to make quick decisions when sacrificing your people. To get the highest score you should always try to sacrifice the color you have the most, but if you are running out of time you might have to settle on the second highest color. The more people of certain color you have, the easier they are to find. The three randomly chosen colors might be off from your lowest color, which obviously hurts your final score.
I appreciate all the criticism though! I agree with the things you brought up, there's definitely a lot to be improved in our game.