Roller Riches by dxk2294 2020-10-09T09:08:48Z ♥ 2
Really great and properly designed incremental game, you should probably really try to go into a mobile game market with this idea :) The ending was a bit too anti-climatic, and there are some issues with WebGL version being too large to fit in one screen (without full-screen option), which even makes itch.io block the Research button, making it misclick-prone. Other than that not seeing the cost of building or the camera hint, the effects of the buildings (and their ordering interaction) feel maybe too ambiguous, but the game is fast paced enough so that one reaches the New Roller-Coaster Order soon enough :)
LD50 — Delay the inevitable (1)
Peace Council by guoboism 2022-04-17T13:50:05Z ♥ 1
Great and pretty complex strategy game, though with success being more RNG than skill-based, just like real life. It was really fun. I managed to get the game to crash after a long session, but that may be just a WebGL-specific issue: `ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index` < https://pastebin.com/RLKzBPbR >
It seems the optimal strategy for a random game is to hurry up and destroy any adjacent cells as soon as possible, so that the countries can never wage war on each other. I wonder how they perform their global economical business and avoid starvation later on though 🤔
As part of feedback, I'd really suggest to introduce any random end-game mechanic where we can spend large sums of money & influence, because right now there is a certain point (e.g. 200M+, 200+) beyond which these currencies have no use, and it is almost impossible to lose. And of course, it gets annoying when you have to read all the events after each turn, just to make sure you don't miss anything of importance, but I guess this would work as expected if you continued the development and many new events eventually got added, making it unreasonable for us to automate hiding "only some of them" :) Well, at least the "Locate" zoom-in could be replaced by a brief overview that doesn't do any zoom (which is especially annoying to constantly un-zoom when we use a touchpad).
A few more points: some cards are very non-intuitive, as players aren't certain if the effect is just temporary or permanent, maybe some symbol could be used to mark permanent effects. The "advisor vs. population" icons also look very similar, they could at least use a different color. (I also didn't see a number of remaining advisors for the current turn anywhere, this could be a resolution compatibility issue, here is a screenshot.) peace_header.png
\+ I'm quite curious about the difficulty of development of a card-based strategy with so many options, do you have any tips for other developers from implementation standpoint, at least when it comes to high-level design? :) Were there some kind of bugs you've underestimated, and was it straightforward to cover everything on UI? (I'm hoping today's Unity development is becoming more standardized in regards to following some patterns, rather than having the expectation of making basic structure of strategy games ad-hoc without proper planning, which was sadly my experience last time.) Last but not least: are you open-sourcing the project in a future? :)