The game suprisingly ended to a lack of resources to quarry, after extremely aggressive strategy to maximize amount of stone house cards in the deck. That, and bad card RNG ruined my economy which proved to be game ending. A lot of heavy bulldozing (also house tiles), and card discarding. Lags were tolerable until the last few hundreds of population when I was forced to place piers on the southern coast to make room for other cards on the hand. Taverns saved me several times from The Game Over, before they ultimately did not. Nice game of some 20+ hours of playing. You cannot make map much uglier than this. All landmass is within the bounding box of 48 tiles wide and 51 tiles high (2448 tiles). It's probably possible to get population over 4000 using this kind strategy of intentionally limiting expansion of playing area. :)
Took me a few tries but I got the hang of it! Lovely little game, very cozy <3
Only thing I can criticize is that sometimes you just lose to bad RNG. Too many piers early game leaves you with no money for draw, I feel like fields should be slightly more abundant when placing down houses.
GG! Only pop. 178 to finish the castle is very good result in accomplishing the Demo.
In this game, most of time you lose to bad RNG, and when not, it's the game crashing to a memory insufficiency with Pop. 1500-2000+ kingdoms long after the completion of the castle and the demo.
I have no accurate statistics to show, but for every pop. 1000+ games there must be at least 20-30 games ended to a bad RNG very early in the game.
The most usual end result for me is population 18, or less.
Love this game. There's two changes I'd love to see. With how common the piers are, I wish they were stackable or could connect to each other. Please add a single save file, so I can have a session span a few days! Thanks for the game
essa e a minha gameplay ifinita chega um ponto que e impossivel perde 6h de jogo n aguento mais . essa minha pequeno reino e sou o rei de toda essa ilha !!!!A ILHA ETERNA!!!
Unfinished long-play 'Uglisle', population 2088. Normal, but still playable lag-fest with rather small deck size for over 2K population. The map composed from 23 screenshots. Trying to keep map's bounding box tight. Without crash too soon, Uglisle will be much uglier than this...
EDIT/ADD: The Principality of Uglisle collapsed eventually to usual "Memory access out of bounds" -stuff. The final population was 3410+, with some 170-180 Gold, and around 1050 cards in the deck. Last composed screenshot map... Ugly it is:
Adding that The problem seems to be the memory. If going to build big kingdoms (by population), a player must limit the size of landmass, and use it efficiently. This means that maps tend to become rather uninteresting, unimaginative square-ish circle blobs, lacking much aesthetical beauty. Forget large, ever expanding archipelagos, forget large meandering maze-like structures, forget multiple separate cities with wide wilderness ranges inbetween them. Hell, it seems that you have to avoid even building lakes as they seem to be someway more memory consuming map-feature than just placing piers on the coast of the sea.
"Ugliness" of the map becomes from the fact that it seems to be very hard to build both populous and aesthetically pleasing kingdom same time.
A player is not free with his map making choices, if going to aim also to a maximally populous kingdom. And, They are not that tiny in practice btw, most of play time goes to long lags and to scrolling around a map.
A game can suddenly end with crash, probability for that ever increasing. After some pop. 2000-2500, every move you make can be easily your last. The sudden death end is gonna be because of either 'Memory access out of bounds' or 'Table contents out of bounds', and that's the end of your kingdom (of maybe 20 hours of playing) with no possibility to take any screenshots (other than error messages). That's why I compose these maps from screenshots when I can. You get at least something lasting from your efforts, even if always losing some 'progress' to the crash...
Nevermind, I love this game. Much!
PS. Someone asks this anyway. How to "save" your progress? Answer is simple, don't close your browser, keep Tiny Kingdom -tab open, and let your system go passively sleep/dormancy without interruptions. You come back, and just continue. The entire game is in the memory when playing with browser, and doesn't require even internet access after first launched. You can always continue your game, if the game tab is kept open. Never refresh the game tab... Game saved!
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RECTANGLIA
The game suprisingly ended to a lack of resources to quarry, after extremely aggressive strategy to maximize amount of stone house cards in the deck. That, and bad card RNG ruined my economy which proved to be game ending. A lot of heavy bulldozing (also house tiles), and card discarding. Lags were tolerable until the last few hundreds of population when I was forced to place piers on the southern coast to make room for other cards on the hand. Taverns saved me several times from The Game Over, before they ultimately did not. Nice game of some 20+ hours of playing. You cannot make map much uglier than this. All landmass is within the bounding box of 48 tiles wide and 51 tiles high (2448 tiles). It's probably possible to get population over 4000 using this kind strategy of intentionally limiting expansion of playing area. :)
Took me a few tries but I got the hang of it! Lovely little game, very cozy <3
Only thing I can criticize is that sometimes you just lose to bad RNG. Too many piers early game leaves you with no money for draw, I feel like fields should be slightly more abundant when placing down houses.
GG! Only pop. 178 to finish the castle is very good result in accomplishing the Demo.
In this game, most of time you lose to bad RNG, and when not, it's the game crashing to a memory insufficiency with Pop. 1500-2000+ kingdoms long after the completion of the castle and the demo.
I have no accurate statistics to show, but for every pop. 1000+ games there must be at least 20-30 games ended to a bad RNG very early in the game.
The most usual end result for me is population 18, or less.
Love this game. There's two changes I'd love to see. With how common the piers are, I wish they were stackable or could connect to each other. Please add a single save file, so I can have a session span a few days! Thanks for the game
file:///home/chronos/u-9e942ec4251ac3758840255dc25721839cefc154/MyFiles/Downloads/Screen%20recording%202025-05-31%2017.35.49.webm
essa e a minha gameplay ifinita chega um ponto que e impossivel perde 6h de jogo n aguento mais . essa minha pequeno reino e sou o rei de toda essa ilha !!!!A ILHA ETERNA!!!
Unfinished long-play 'Uglisle', population 2088. Normal, but still playable lag-fest with rather small deck size for over 2K population. The map composed from 23 screenshots. Trying to keep map's bounding box tight. Without crash too soon, Uglisle will be much uglier than this...
EDIT/ADD: The Principality of Uglisle collapsed eventually to usual "Memory access out of bounds" -stuff. The final population was 3410+, with some 170-180 Gold, and around 1050 cards in the deck. Last composed screenshot map... Ugly it is:
WHAT THE HELL YOU CALL THAT UGLY THAT IS Bountiful LAND
Thx.
Adding that The problem seems to be the memory. If going to build big kingdoms (by population), a player must limit the size of landmass, and use it efficiently. This means that maps tend to become rather uninteresting, unimaginative square-ish circle blobs, lacking much aesthetical beauty. Forget large, ever expanding archipelagos, forget large meandering maze-like structures, forget multiple separate cities with wide wilderness ranges inbetween them. Hell, it seems that you have to avoid even building lakes as they seem to be someway more memory consuming map-feature than just placing piers on the coast of the sea.
"Ugliness" of the map becomes from the fact that it seems to be very hard to build both populous and aesthetically pleasing kingdom same time.
A player is not free with his map making choices, if going to aim also to a maximally populous kingdom. And, They are not that tiny in practice btw, most of play time goes to long lags and to scrolling around a map.
A game can suddenly end with crash, probability for that ever increasing. After some pop. 2000-2500, every move you make can be easily your last. The sudden death end is gonna be because of either 'Memory access out of bounds' or 'Table contents out of bounds', and that's the end of your kingdom (of maybe 20 hours of playing) with no possibility to take any screenshots (other than error messages). That's why I compose these maps from screenshots when I can. You get at least something lasting from your efforts, even if always losing some 'progress' to the crash...
Nevermind, I love this game. Much!
PS. Someone asks this anyway. How to "save" your progress? Answer is simple, don't close your browser, keep Tiny Kingdom -tab open, and let your system go passively sleep/dormancy without interruptions. You come back, and just continue. The entire game is in the memory when playing with browser, and doesn't require even internet access after first launched. You can always continue your game, if the game tab is kept open. Never refresh the game tab... Game saved!