I feel like I'm getting game overs because I'm doing something wrong. Am I finishing the game or do I need to set more things side by side to progress in this game?
I suppose I haven't been paying attention to anything other than adding to my little kingdom. I'm meant to read the pixelated cards and understand them? Well, this really is a cute game. I thought I was able to just do whatever I want and that, because it's a demo or something, the game ends quickly, here in the browser version.
uh oh I'm a bit too addicted to this game.... I don't put on the fourth castle layer because I just want to keep playing and growing my kingdom lol. I wonder if you can make a save/load function? but I understand most people wont play for as long as me lol. I also need more space... maybe there could be a way to zoom a bit..? Could there be a way to throw out cards? I know i'm crazy but I just love this game.
I got a score of 12. The game doesnt really make it clear what each card does, how placements work, or how to gain coins in the first place. The way you place islands is also quire weird. The only thing this game has going for it is a cool gameplay concept, however executed poorly.
Great game! Congrats! It's harder than it seems at first, and learning the strategy quite fun. I've gotten close to beating the game several times, but haven't won yet. One odd thing is that the game often says I lose when I still have cards in hand and the deck, and money. In the attached screenshot, population=12, gold=7, hand size=6, deck size=~5.
The "lose condition" should never be "buggy". If you're having problems making a game that works reliably, maybe you shouldn't post it to itch yet, where players actually want to enjoy it first and beta test your stuff second. In fact, maybe for a demo, you should consider forgoing any "lose condition" and let people play, if your "lose condition" is "quiet [sic] buggy". But you're on itch because you want the beta testing first and to make the game enjoyable second, if that. What a pretty buggy gamed "game" you've posted.
These bugs have already been fixed in the latest patches.
Developing games isn’t easy, and some bugs can be particularly difficult to catch. Just look at recent AAA releases and how buggy they can be, even for multi-million-dollar studios. It’s not easy for them, let alone indie developers.
We’re working diligently to find and fix all bugs before release, but we can’t guarantee the game will be completely bug-free.
We’re sorry that you encountered bugs that disrupted your experience.
You're comparing this game to a AAA game? Seriously? While they really don't have excuses, for a different reason, because they're multi-million dollar studios that didn't conduct business properly or keep their priorities straight, you haven't taken on a comparable burden. This game isn't a Cyberpunk 2077 or No Man's Sky. But, if these studios made this game, it really would be due to lack of resources or making it a priority. This game isn't like Solitaire, where you're taking reasonable chances due to how a deck of cards works when the challenge and fun is revealing them all and getting them in order to win. You don't have to make this game easy, either. But every single time, given the chances are controlled by YOU, you could make each game winnable. You seem to have suggested that games being impossible to win is a "bug" that "can be particularly difficult to catch". Or did you just generalize because specific criticism is just too much for you to respond directly to? By the way, if you're aspiring only to the level of comparing yourself to AAA studios that deliberately screw their players with crappy early releases, further charges for stable releases, all while introducing new bugs to save money, CONGRATULATIONS! The reason games should be challenging or difficult is because, while winnable, there's something to learn to improve on, whether it's strategy or reflexes. You've shown by your reply that you have more in common with the mediocrity of mobile game devs and their refusal to even try to do the job right. Anyway, I'm no longer interested in played your half-baked, over-pixelated, sorry excuse for a timewasting, drawn-out, lootbox "game".
Ah, I understand now. You commented in the thread about the specific bug that caused the game over screen to appear unexpectedly, which is what I meant by “bugs.” However, your concern seems to be more about unwinnable situations caused by random chance in the game. We’re aware of this issue and are already working on changes to reduce the game’s reliance on RNG.
Very pleasant. I had one issue - I had no way to place (or discard) all the lumberyards I kept drawing, due to lack of trees. If only I could hire them to chop up and recycle piers. :P
Nice game, it's amazing! The graphics are super cute, and the gameplay is both fun and relaxing. I finished it on my fifth try after figuring out that using demolitions was key.
One downside, though, is that at some point, mines stopped showing up, so I couldn't build stone houses anymore. Despite that, I still had a great time playing and totally recommend it!
Very nice! The only thing I would like is a way to restart the game from a game over, after you're done observing the city you've built. (Also more "remove" cards, because I had too many piers, or a way to discard, haha~)
The "discard" thing is particularly important in the endgame; twice now I've had 3/4 of a castle built and had my game end because my hand was six (unplaceable) mills.
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I feel like I'm getting game overs because I'm doing something wrong. Am I finishing the game or do I need to set more things side by side to progress in this game?
You need to utilize card effects to progress. Where do you face issues?
I suppose I haven't been paying attention to anything other than adding to my little kingdom. I'm meant to read the pixelated cards and understand them? Well, this really is a cute game. I thought I was able to just do whatever I want and that, because it's a demo or something, the game ends quickly, here in the browser version.
2nd time i completed tiny kingdoms!
It's fun. Also hoping for a sandbox/freeplay mode that doesen't end after completening the castle.
Superb tiny game!
Great mix of deck building and city building!
Hopefully a save function is on the roadmap !?
regards
Thanks! Yeah, saves is in our list
uh oh I'm a bit too addicted to this game.... I don't put on the fourth castle layer because I just want to keep playing and growing my kingdom lol. I wonder if you can make a save/load function? but I understand most people wont play for as long as me lol. I also need more space... maybe there could be a way to zoom a bit..? Could there be a way to throw out cards? I know i'm crazy but I just love this game.
Hey, you made an impressive kingdom! zoom feature is in our list. currently the only way to throw cards is to use tavern
I'd unlock a couple taverns and then not draw them before my hand filled up with cards I couldn't use.
Updates made this a lot better :)
I got a score of 12. The game doesnt really make it clear what each card does, how placements work, or how to gain coins in the first place. The way you place islands is also quire weird. The only thing this game has going for it is a cool gameplay concept, however executed poorly.
Gameplay 10/35
Graphics 14/35
Soundtrack 10/35
Bonus points - 1 for custom cursor
I love playing the game! Keep up the great work! <3
Very nice game!
how on earth did you get 79 coins lol I can never get that many I always use them up
Great game! Congrats! It's harder than it seems at first, and learning the strategy quite fun. I've gotten close to beating the game several times, but haven't won yet. One odd thing is that the game often says I lose when I still have cards in hand and the deck, and money. In the attached screenshot, population=12, gold=7, hand size=6, deck size=~5.
Thank you, lose condition is quiet buggy sometimes, we are fixing it right now.
The "lose condition" should never be "buggy". If you're having problems making a game that works reliably, maybe you shouldn't post it to itch yet, where players actually want to enjoy it first and beta test your stuff second. In fact, maybe for a demo, you should consider forgoing any "lose condition" and let people play, if your "lose condition" is "quiet [sic] buggy". But you're on itch because you want the beta testing first and to make the game enjoyable second, if that. What a pretty buggy gamed "game" you've posted.
These bugs have already been fixed in the latest patches.
Developing games isn’t easy, and some bugs can be particularly difficult to catch. Just look at recent AAA releases and how buggy they can be, even for multi-million-dollar studios. It’s not easy for them, let alone indie developers.
We’re working diligently to find and fix all bugs before release, but we can’t guarantee the game will be completely bug-free.
We’re sorry that you encountered bugs that disrupted your experience.
You're comparing this game to a AAA game? Seriously? While they really don't have excuses, for a different reason, because they're multi-million dollar studios that didn't conduct business properly or keep their priorities straight, you haven't taken on a comparable burden. This game isn't a Cyberpunk 2077 or No Man's Sky. But, if these studios made this game, it really would be due to lack of resources or making it a priority. This game isn't like Solitaire, where you're taking reasonable chances due to how a deck of cards works when the challenge and fun is revealing them all and getting them in order to win. You don't have to make this game easy, either. But every single time, given the chances are controlled by YOU, you could make each game winnable. You seem to have suggested that games being impossible to win is a "bug" that "can be particularly difficult to catch". Or did you just generalize because specific criticism is just too much for you to respond directly to? By the way, if you're aspiring only to the level of comparing yourself to AAA studios that deliberately screw their players with crappy early releases, further charges for stable releases, all while introducing new bugs to save money, CONGRATULATIONS! The reason games should be challenging or difficult is because, while winnable, there's something to learn to improve on, whether it's strategy or reflexes. You've shown by your reply that you have more in common with the mediocrity of mobile game devs and their refusal to even try to do the job right. Anyway, I'm no longer interested in played your half-baked, over-pixelated, sorry excuse for a timewasting, drawn-out, lootbox "game".
Ah, I understand now. You commented in the thread about the specific bug that caused the game over screen to appear unexpectedly, which is what I meant by “bugs.” However, your concern seems to be more about unwinnable situations caused by random chance in the game. We’re aware of this issue and are already working on changes to reduce the game’s reliance on RNG.
Very pleasant. I had one issue - I had no way to place (or discard) all the lumberyards I kept drawing, due to lack of trees. If only I could hire them to chop up and recycle piers. :P
Yeah, trees might be too random. Thank you
Nice game, it's amazing! The graphics are super cute, and the gameplay is both fun and relaxing. I finished it on my fifth try after figuring out that using demolitions was key.
One downside, though, is that at some point, mines stopped showing up, so I couldn't build stone houses anymore. Despite that, I still had a great time playing and totally recommend it!
Thank you for the feedback.
Progression with stone houses are still rough, but we are working on it.
Very nice! The only thing I would like is a way to restart the game from a game over, after you're done observing the city you've built. (Also more "remove" cards, because I had too many piers, or a way to discard, haha~)
Thank you
The "discard" thing is particularly important in the endgame; twice now I've had 3/4 of a castle built and had my game end because my hand was six (unplaceable) mills.
It's such a lovely, relaxing little game you've made! I've just spent 20 minutes doing my first island and I have to say I really enjoyed it.
The simple but engaging puzzle element definitely engages the player without making it feel overly cumbersome :)
Manage to finish with 52, though I've got no idea if it's a lot or a terrible score for the 1st try
Thanks! 52 is definitely great for the first run!