Yet another long play 'New Laglandis'. Trying to keep both the deck size and map's bounding box small and optimal for preventing insufficient memory/memory overflow caused game crash too soon... But crash it will.
Screenshot composite map after 2.3K population and 1K+ cards. :)
Progress. Reached first time population over 3000. Keeping landmass tight (relatively speaking) seems to help with memory sufficiency issues. The game is still going on, and while lags are loooooooong, the game has remained playable and not giving a hint for immediate crash.
Btw, during this game I realized that a house (wood or stone) doesn't have to stay on map. You can delete those tiles and that doesn't affect your population. I accidentally placed a stone house to a totally unsuitable place, and removing it didn't impact the population. That counter can be thus considered like "score". It also very likely means that it could maybe possible to continue increase population far beyond current numbers, but deletions of house tiles also kinda defeat the very idea of building bigger kingdoms.
Map (as of now). My personal record by population count.
pretty fun time! took a few hours to get the castle built, and I somehow only realized that you could rotate after I was pretty far in (hence the docks, lol) but I enjoyed trying to build up my kingdom :)
Played this game for a few days on and off, never got past like 150 people. Had a panic attack this morning, played for two hours straight, and now im calling it. 10/10 game, calmed me down and felt crazy powerful
Fun game! It's very cute and drew me in immediately - when you get just the right synergies to keep things going, it's really engrossing, so great work there.
My big critique is that there are some hands where you just run into a wall, whether because you simply don't get enough resources from islands or draw a hand of only static (non-card giving) cards. My second playthrough I made it to 86 population, but since then I haven't topped 20 due to bad draws. After playing a few more times, the main culprit seems to be the abundance of pier cards that fill my hand - I don't want to just play them because it'll stack my hand with island cards and drain my gold, but I'll wind up with three to four in my hand instead of wooden houses.
I'm also a bit unsure what the 'resume' button is for given it doesn't allow you to do anything. Is it just for screenshots or something?
Regardless, I'll be revisiting this game for sure <3
It's fun but the game is very strict with the "card game" aspect of the game play. I wish it was a bit more relaxed and game the player more freedom to express themselves and build out the island instead of having to be so strictly focused on strategy.
Took awhile to get the hang of it but now i love it so much. Almost made it to building the castle before I ran out of coins. Will definitely play again.
Cool and fun game, but it does a pretty bad job at explaining how it works. It doesn't say what the bar that appears over some buildings do, it doesn't say anywhere that you can place lumberyards on other lumberyards, etc.
TL:DR, fun game but requires a better explanation of the rules.
Actually, The game instruct player on stackability of a card. That light brown box in the below image pops up when hovering cursor over the stackable card on hand. Don't worry, I felt complete moron myself when after few hundreds hours of intense game playing I realized that mills are stackable too. :)
Current, still ongoing game 'Anti-Agonia' at Pop. 2022, 592 Gold, and 964 Cards, after over two days of gameplay. It will crash sooner or later (probably sooner). Ability for 'Zen-Laggism' is required when playing. Mosaic/composite map from myriad screenshots. :)
Anti-Agonia 2.5K+.... Quarrying district expands at SE parts of the land, and seems becoming increasingly more and more uncleanable due maximum stone extraction levels for more stone houses. Used Markets only to multiply Hop, Wheat, and markets. Most of remove cards goes to clean piers for making room for new piers, and practically all cards have been playable a quite while now; no needs to discard anything. The Game seems to be now in "the perpetual mode", only thing preventing it to continue to the eternity is that it's so laggy that after every action I repeat mantra: "Please don't crash, please don't crash, please don't crash!!!". And it probably will. Over 3K population seem to be far reach...
The game still going on, and I'm keeping game's browser tab open and letting my system go peaceful dormancy after every play session, to keep it going. Only unlucky, unexpected and absolutely "necessary" Windows system update can ruin my fun now! :D
Super fun game! Spent a whole day on it then accidentally wiped my 350+ population town lol. RNG can really break your run early on if your pier doesn't give you island pieces, or if you get stuck with like five lumberyards when you don't have a single tree.
Wish there were clearer initial instructions about how lumberyards/quarries worked and stacked (e.g. you can't clear them without a tree nearby). I liked how creating enclosed ponds let you place piers freely without the extra gunk.
Oh, the pier pressure! Fun and addictive, but sometimes frustrating. It took me awhile to get past 20 population at first. The graphics are adorable and the music is relaxing. Definitely a game that's in my daily rotation of casual games.
I'm not sure what I'm doing wrong, but I can't get past 12-15 population. I always remain without useful cards. In the last run, I had a bunch of remove cards and lumberyards, bot no trees on the map. Maybe if there was a way to access more cards, that I have previously unlocked, the gameplay wouldn't feel so random for me. Or maybe I just suck at playing it :)) since there aren't explicit instructions anywhere :( But otherwise, this looks great, I like the concept and the visuals, and interactions are very satisfying.
I had the same problem at first. What I typically do is ensure there are enough islands for a 9-group of houses, a row of piers, and the hops and wheat fields. If I get a lot of islands with stones at first, I restart. You need big islands with trees at the start.
Start of this game is very RNG brutal, but you can get a decent start with rocks if you just use remove cards to them (generally not advisable to erase resources). Typical pattern for games by population goes like this: 10, 28, 16, 34, 12, 78, 18, 12, 134 (2 castle parts), 18, 18, 24, 64, 14, 104, 224 (with 3 castle parts and 4th in the deck), 16, 34...
Still, It feels almost mundane to finally get demo "completed" with 4th castle part. Usually that happens between 170-280 pop. When that has achieved, you need typically over 1000 population more to reach a situation where a deck size (and RNG factors related to the deck size) allow you to really transfer to 'a perpetual mode': i.e. to risk of losing to a bad hand diminishes, being smaller and smaller.
Key lesson: Try to arrange your map such way that you get a situation where you can always play all cards, regardless of what you may get on your hand, and continue to build your map such way that you ever-increase that buffer. Immediate optimization of a play of individual card isn't necessarily same as longer-term optimal. You try reduce the impact of RNG as small as possible. After some 1.5K pop. most important thing is to be ready to handle with intense lags: Let game do what it needs to do after every action without buffering game with more hasty actions. It gets very time consuming...
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Finally done!!!
Yet another long play 'New Laglandis'. Trying to keep both the deck size and map's bounding box small and optimal for preventing insufficient memory/memory overflow caused game crash too soon... But crash it will.
Screenshot composite map after 2.3K population and 1K+ cards. :)
Progress. Reached first time population over 3000. Keeping landmass tight (relatively speaking) seems to help with memory sufficiency issues. The game is still going on, and while lags are loooooooong, the game has remained playable and not giving a hint for immediate crash.
Btw, during this game I realized that a house (wood or stone) doesn't have to stay on map. You can delete those tiles and that doesn't affect your population. I accidentally placed a stone house to a totally unsuitable place, and removing it didn't impact the population. That counter can be thus considered like "score". It also very likely means that it could maybe possible to continue increase population far beyond current numbers, but deletions of house tiles also kinda defeat the very idea of building bigger kingdoms.
Map (as of now). My personal record by population count.
Ocean (and error messages about memory) ultimately sank New Laglandis with population 3806. The last drawn map just before the end.
Pop 3800. Gee. Nice. After 25-30 hours of gaming. :)
pretty fun time! took a few hours to get the castle built, and I somehow only realized that you could rotate after I was pretty far in (hence the docks, lol) but I enjoyed trying to build up my kingdom :)
ah I made it so close to finishing the castle!
final population 220 and I died to a hand of all mills with no wheat
Fun game! It's very cute and drew me in immediately - when you get just the right synergies to keep things going, it's really engrossing, so great work there.
My big critique is that there are some hands where you just run into a wall, whether because you simply don't get enough resources from islands or draw a hand of only static (non-card giving) cards. My second playthrough I made it to 86 population, but since then I haven't topped 20 due to bad draws. After playing a few more times, the main culprit seems to be the abundance of pier cards that fill my hand - I don't want to just play them because it'll stack my hand with island cards and drain my gold, but I'll wind up with three to four in my hand instead of wooden houses.
I'm also a bit unsure what the 'resume' button is for given it doesn't allow you to do anything. Is it just for screenshots or something?
Regardless, I'll be revisiting this game for sure <3
-V
It's fun but the game is very strict with the "card game" aspect of the game play. I wish it was a bit more relaxed and game the player more freedom to express themselves and build out the island instead of having to be so strictly focused on strategy.
Took awhile to get the hang of it but now i love it so much. Almost made it to building the castle before I ran out of coins. Will definitely play again.
Cool and fun game, but it does a pretty bad job at explaining how it works. It doesn't say what the bar that appears over some buildings do, it doesn't say anywhere that you can place lumberyards on other lumberyards, etc.
TL:DR, fun game but requires a better explanation of the rules.
Actually, The game instruct player on stackability of a card. That light brown box in the below image pops up when hovering cursor over the stackable card on hand. Don't worry, I felt complete moron myself when after few hundreds hours of intense game playing I realized that mills are stackable too. :)
Oh, okay. Thanks for telling me :) it still doesn't explain what stacking them will do though
Current, still ongoing game 'Anti-Agonia' at Pop. 2022, 592 Gold, and 964 Cards, after over two days of gameplay. It will crash sooner or later (probably sooner). Ability for 'Zen-Laggism' is required when playing. Mosaic/composite map from myriad screenshots. :)
Anti-Agonia 2.5K+.... Quarrying district expands at SE parts of the land, and seems becoming increasingly more and more uncleanable due maximum stone extraction levels for more stone houses. Used Markets only to multiply Hop, Wheat, and markets. Most of remove cards goes to clean piers for making room for new piers, and practically all cards have been playable a quite while now; no needs to discard anything. The Game seems to be now in "the perpetual mode", only thing preventing it to continue to the eternity is that it's so laggy that after every action I repeat mantra: "Please don't crash, please don't crash, please don't crash!!!". And it probably will. Over 3K population seem to be far reach...
The game still going on, and I'm keeping game's browser tab open and letting my system go peaceful dormancy after every play session, to keep it going. Only unlucky, unexpected and absolutely "necessary" Windows system update can ruin my fun now! :D
Anti-Agonia ended to the Crash with Pop. 2770-80, and some 850 Gold, and about 1300 Cards. Screenshot from error messages at the end:
Super fun game! Spent a whole day on it then accidentally wiped my 350+ population town lol. RNG can really break your run early on if your pier doesn't give you island pieces, or if you get stuck with like five lumberyards when you don't have a single tree.
Wish there were clearer initial instructions about how lumberyards/quarries worked and stacked (e.g. you can't clear them without a tree nearby). I liked how creating enclosed ponds let you place piers freely without the extra gunk.
Oh, the pier pressure! Fun and addictive, but sometimes frustrating. It took me awhile to get past 20 population at first. The graphics are adorable and the music is relaxing. Definitely a game that's in my daily rotation of casual games.
I'm not sure what I'm doing wrong, but I can't get past 12-15 population. I always remain without useful cards. In the last run, I had a bunch of remove cards and lumberyards, bot no trees on the map. Maybe if there was a way to access more cards, that I have previously unlocked, the gameplay wouldn't feel so random for me. Or maybe I just suck at playing it :)) since there aren't explicit instructions anywhere :( But otherwise, this looks great, I like the concept and the visuals, and interactions are very satisfying.
I had the same problem at first. What I typically do is ensure there are enough islands for a 9-group of houses, a row of piers, and the hops and wheat fields. If I get a lot of islands with stones at first, I restart. You need big islands with trees at the start.
Start of this game is very RNG brutal, but you can get a decent start with rocks if you just use remove cards to them (generally not advisable to erase resources). Typical pattern for games by population goes like this: 10, 28, 16, 34, 12, 78, 18, 12, 134 (2 castle parts), 18, 18, 24, 64, 14, 104, 224 (with 3 castle parts and 4th in the deck), 16, 34...
Still, It feels almost mundane to finally get demo "completed" with 4th castle part. Usually that happens between 170-280 pop. When that has achieved, you need typically over 1000 population more to reach a situation where a deck size (and RNG factors related to the deck size) allow you to really transfer to 'a perpetual mode': i.e. to risk of losing to a bad hand diminishes, being smaller and smaller.
Key lesson: Try to arrange your map such way that you get a situation where you can always play all cards, regardless of what you may get on your hand, and continue to build your map such way that you ever-increase that buffer. Immediate optimization of a play of individual card isn't necessarily same as longer-term optimal. You try reduce the impact of RNG as small as possible. After some 1.5K pop. most important thing is to be ready to handle with intense lags: Let game do what it needs to do after every action without buffering game with more hasty actions. It gets very time consuming...