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Did you stop developing the game?

temporary hiatus

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wish you the best of luck with it...! Looking forward to where this can go

Courage!

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Great game!

Thanks for playing!

Fun game! I picked up the mechanics pretty quickly. 

I wish I could sell resources. After 4 weeks, I didn't feel like I needed food or farmers any more. I'd like a pop up reminding me what the rewards are for my quests.

Even with 30 items and 70+ warriors plus lot of peasants only reached 11k defence .
Seems the game is broken with such high targets even in prince mode.

skill issue, I won easily

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1. so far i like the gameplay but the visual style is incohesive.

2. ui is clear and easy to read and understand, text is a bit small but that more of a me problem than the game problem. 9/10

3. profanity breaks immersion. it feels semi apocalyptic/semi-medieval and then bam random modern day cursing (got goblin event)


fun to play, would play again, quests add an extra challenge

Quite polished, I did not encounter any bugs. First time playing a turn-based city-builder and I won on the first try in the default difficulty, playing mostly by instinct, so maybe kind of easy actually but, at the same time, there was a week where I almost didn't make it, because I chose before the last reward (with extra attack) and failed a quest.

I didn't use iron at all (seems like cavalry is enough to win) and only used the shop a few times (skipped buying on most weeks, and some options seemed not really worth the money, though maybe I misunderstood the effects). At some point if the first weeks, my peasants were much stronger than my warriors and archers, which was nice. Didn't need that much storage capacity (something in the 300s, I think). In the last weeks, it felt a bit disappointing when a reward was of the kind that is mostly useful in the long-term (so kind of useless on the last week). Also, the numbers become so big that it's a bit difficult to get a feel for them: on some weeks, it felt like I just happened to win due to mostly following a reasonable strategy, but I couldn't tell at the start of a week if it'd actually be doable or not.

Another thing I noticed is that due to how the resources are chained from a dependency point of view, there's mostly only one way of progressing in the long term: there's some choice of specializing in peasants or warriors in the first weeks or depending on quests, and maybe almost skipping some units (didn't make many spearmen, for example), but overall you have to mostly follow a predictable progression. But maybe that's always the case with turn-based city-builders, dunno (as I said, it's the first one I try).

Also, btw, I did not expect a "roguelike" city-builder, but I know the tag is used nowadays for every game that has some procgen, even if it doesn't play like the original rogue at all :-)

Anyway, I had some fun discovering the turn-based city-builder strategy genre!

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Interesting

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Amazing game! Please make it for mac

I'm glad you liked it!
I've uploaded a mac version.

yay

Please can you approve the Summer Cool-off bundle (we can't start without you approving). Use Edit co-op bundle - itch.io
For further instructions, refer to Post by Bundle Everywhere in EMPIRES jam comments - itch.io.

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the game is addictingly fun since the base mechanics aren't hard to understand and actions have quick results which pulls you from the start.

it does feel a bit one dimensional since as far as I can tell there aren't as many choices that feel meaningful. Most of my gameplay was about finding the balance between the different levels of troops and workers which I think is well balanced but I didn't see much space for skill expression.

overall the game is still polished and fun to play which in my opinion is a very hard thing to achieve.

congrats!

thankyou for your positive comments Pastoss!

In future patches i'll incorporate more ways for the player to have room to demonstrate their skill by
1. Increasing the difficulty (3 levels, 7 day weeks, 6 and 5 respectively)
2. Adding more impactful player decisions, that allow for strategic planning

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I liked the game, but it is hard to predict if I am going to survive the week. The cost of units increase by unpredictable amounts and it screwed me over a couple times.

this is good feedback, and i'll incorporate it into the 0.6.0 patch. I'll make the unit costs increase in a more predictable way.

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Really good game overall, great concept and gameplay. I do have a few issues though, some of the pixel art is blurry, the game can be a bit better optimized(I was lagging a lot) and the difficulty felt a bit unfair at times. Other than that it was a really fun game, keep at it!

I've pushed a fix that should fix the lag you were experiencing.

Do you mind sharing how the blurry images look from your end? I will be fixing them in the next major patch along with balancing.

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Bit daunting at first but cool game when you get into it
Energy is very limited especially for later on and merchant trading with a gold build is a little overpowered.. ok very overpowered

Beat it, but there felt very little between "you're never going to make it" and "you are the deity of this realm"

Well done on beating the game!

I've incorporated some of your thoughts in the latest patch. Now when you refresh the store the gold cost of refreshing increases by 2. This should tone down the the strength of shop trading slightly for now.

Also for energy, i've lowered the cost of worker energy from 2 -> 1 for the last 3 worker units. This should help more towards the end game.  It also seemed unnecessary as troop energy costs already increase later.

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Perhaps the cheap shop artifact should reduce the reroll cost increase to 1 per?
Also when the energy item got removed, the energy did not get removed, not sure if this is intentional, but it would sure be damning if that extra energy did get removed

That's a good idea, i'll look into adding it into the next major patch. Yes the energy was supposed to also be removed in that case, assume a lucky bug that it did not.

But based on your comments, 2 new items coming soon
- item that reduces shop increase cost (depending how it goes with that balancing)
- item that protects your other items from being removed, a sacrificial lamb that is removed in the items place

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wow, this looks very archetypal, I love it!

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I really enjoyed the aesthetic of this game. Hope to see more in the future. 

The game is broken and impossible 
No way you can get past week 4 which is 350
The money mechanics is completely broken
Game is good only if fix proper fixes can be made to make it playable

Completed week 3 - 350
Then comes week 4 - 750
No way lol

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Ok so understood the logic behind the game and finally completed it. 
Good game.

Thanks for playing and sharing your thoughts.

Based on your comments i've updated the game to 0.1.3

I've now highlighted when an upgrade will be unlocked based on it's requirement to communicate the game logic and flow better.

(balancing coming soon)

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- Goblin raid softlocked me when i did not had gold

- buttons 'try again' and 'quit' do not work

- Can't put on full screen

- I'd say the game needs to tweek the Money, I played for na hour and couldnt pass the 3 week, the main factors were some random action that consumed my Money so I could not buy the next upgrades and the baker needing 2 energys to buy

Otherwhise, great game

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Hi Chico, 


Thanks for playing the game and providing valuable feedback.

I've updated the game to 0.1.2

Changes

- goblin raid no longer soft locks with no gold

- "try again" has been reconfigured for web builds. The game will reset after ~2 seconds (temporary fix), and the "quit" button will hide on click (temporary fix)

- full screen enabled

- I agree with the balancing, and am working on making improvements across the board (including energy and gold costs), coming in the next patch. For now I have lowered the required defence for week 3 from 200 to 150.

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Finaly manadge to beat it, thanks!