World Grower - Growth of the civilization by rhebsgaard
IMPORTANT:
OSX version might not work. If it doesn't, try running 'chmod +x' on the executable in the .app/Contents/MacOS directory and see if it works now.
You have come to an empty world with one goal in mind. You will build a great and rich civilization from the emptiness, which currently plagues this unknown world.
Ranges:
Park: All 8 houses around the park
Shop: All 8 houses around the shop
Controls:
Zoom: Mouse scroll wheel
Move world: Drag left mouse button
--------------------------------------------------------------------------------
Sorry for the ugly UI. Time ran a bit short for me.
You can turn the music off in the options screen, which pops up when you press ESC
--------------------------------------------------------------------------------
Known bugs:
-Quit button says "button" instead of quit and doesn't work
OSX version might not work. If it doesn't, try running 'chmod +x' on the executable in the .app/Contents/MacOS directory and see if it works now.
You have come to an empty world with one goal in mind. You will build a great and rich civilization from the emptiness, which currently plagues this unknown world.
Ranges:
Park: All 8 houses around the park
Shop: All 8 houses around the shop
Controls:
Zoom: Mouse scroll wheel
Move world: Drag left mouse button
--------------------------------------------------------------------------------
Sorry for the ugly UI. Time ran a bit short for me.
You can turn the music off in the options screen, which pops up when you press ESC
--------------------------------------------------------------------------------
Known bugs:
-Quit button says "button" instead of quit and doesn't work
Ratings
| Coolness | 100% | 1 |
| Overall | 3.12 | 585 |
| Audio | 2.43 | 571 |
| Fun | 2.95 | 633 |
| Graphics | 2.58 | 743 |
| Humor | 1.99 | 641 |
| Innovation | 2.77 | 692 |
| Mood | 2.79 | 607 |
| Theme | 3.59 | 591 |
In my eyes, a world builder like this should be about exponential expansion, where the city starts out with 10 residents and a little cornerstore and by the end of the game you're plopping down giant skyscrapers with spare change. You, on the other hand, went down the cookie clicker approach, where you match growing income with growing prices, making any gains on the player's part a completely meaningless skinnerbox.
Instead of increasing the price of each building with each one placed, I think you should've just made the upgrades more potent and exponentially more expensive (though still at a static cost). At that point, the player still has to increase income to afford the upgrades (which are neccessary because of limited worldspace), but the city actually shows the progress the player's made.
(P.S. - in your dropbox links, if you replace 'dropbox.com' with 'dl.dropbox.com' you'll get a direct download instead of going through dropbox's page)
Not my kinda game as you can imagine. - Clicker heroes sounds like the worst thing ever to someone who grew up playing Sonic2 & Quake. :P
It would be useful to have a goal, or at least multiple defined objective to keep people interested.
With a few extra features and rewards and a little polish, this could make an excellent mobile game.
I liked it, music feels a bit like it was just added for the sake of it but I completely understand that, I almost did the same for my entry.
It would be cool if houses generated tax income, also it would be good if the game detected if you'd got yourself into a situation with no income and not enough money to buy anything new and gave you a bit of extra cash - especially the first time it happens.
Kudos for doing a sim/management game as an LD compo entry, I did one last time and know all about how time consuming the UI requirements alone are!
Music was too intense :)
Loved it.
Quit in the menu is called button, and yes does not work. So alt + f4 it is. :)
Very cool game idea. I wish I'd done something like that. I love these kinda games.
I also really like the music! But please, next time use anything but .rar for distribution :-P
Maybe a compo doesn't accomodate for this kind of games. It would probably need some sort of goal to reach to make it more entertaining. However, I must say that it made me feel like I was sitting in front of my old Atari 1040ST again, which is definitely cool! The music worked that feeling a lot.
I know this is LD, but even something as simple as "build enough money to build Hotels and become a millionaire" is a goal. 1 more bldg type, but it's closer to the city build genre not the clicker "increase forever until a house costs 400,000 and you wait half an hour to buy land".
That said, the music has already driven me to insanity and I only played for a few minutes. Could do with some variety on that end, or at least a mute button!
The lack of a goal and/or some other influence that affects the world limits the appeal for me. But it is a great effort and has potential.
Obviously can't expect a ton of depth for a compo game though. It's impressive enough as is!
The game pacing is a little slow though, because the upgrades costs are growing fast.
Fits the theme really well, and nice realisation in 48h !
I'm also not a fan of how the upgrading cost increases globally rather than by building to building basis.
Apart from that is a nifty little prototype with a really cool idea in the "expanding world"
It seems my citizens earn more money by having shops next to them. I wonder where I need the offices o.o
Well thought gameplay mechanics and game idea however :)
OSX is not working for me.
Suggestions:
1 Game ends to quickly? As the price of stuff go up really fast.
2 Game came to a tie when price is too high. How can it to a game player tries to play longer yet fail due to increasing difficulty.
Overall great job!
The added dimension of exploration is cool, but would be more interesting if there were more fields available, so you could make more tactical decisions.
A goal, or special reward when you reach money/citizen/size nr X would be essential too. :)