Hey! The graphics of this game are pretty and I can appreciate how minimal you made the UI, though I think perhaps it is too minimal. Without an explanation, either in game, or in the description, it's not obvious to me what exactly im supposed to do to play this game: presumably build mines and parks/orchards to get coal and trees, then build various types of power generation buildings to produce power for the city. This was not immediately obvious to me, but could have been introduced somewhere in the game.
particularly, the UI in the bottom left corner seems to be performing double duty in both displaying the whole board's current stats and showing how a proposed move would modify the stats, however the way this is done is a bit confusing. It seems that when a tile is selected, all the bottom corner numbers go to 0, as in "you have not selected a building project, and thus, there is no change to this tile's stats," but in doing so, it is not possible to see what your current stats are, and vitally, how much money you have. I didn't realize that money was even a stat because, honestly, the bill didn't immediate register as money to me, and I never saw it display a nonzero number because I was always selecting a tile (and there is no way to deselect a tile other than to prompt the menu with escape). I think this could be fixed by always displaying the current stats but also displaying the costs/benefits next to the stats like "trees: 12-4" with the -4 in red like you have already done, so that the player retains the knowledge of the current stats and can compare proposed changes to it. If the only way to make money is to wait (as I suspect is true), then advancing the day could also display as a +1 next to the money.
Currently when you click on a tile the stats displays show the impact of that tile. So if you click on something like the town you can see it is producing 1 currency per turn, while consuming 10 power per turn.
I may or may not implement your solution. Because problems begin to arise when you select a pre existing tile. Your method would not be clear if the number on the left (12 in your example with the trees) is the actual sum of all the tiles affecting that stat, or all the tiles but the one selected. You'd also still have the problem of the stats for one tile instead of global stats being there for the majority of the game. I think it would be a better solution than the current implementation but definitely still needs some work.
I think I'll do a quick fix. I can add some text that says what the stats display is showing (E.g. global, coal plant, plains), and deselect tiles on a new turn. Not perfect but definitely an improvement.
I'll try my best to improve that aspect of the UI. Thanks for your feedback, I'll try to give the game an update in a week or two.
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Hey! The graphics of this game are pretty and I can appreciate how minimal you made the UI, though I think perhaps it is too minimal. Without an explanation, either in game, or in the description, it's not obvious to me what exactly im supposed to do to play this game: presumably build mines and parks/orchards to get coal and trees, then build various types of power generation buildings to produce power for the city. This was not immediately obvious to me, but could have been introduced somewhere in the game.
particularly, the UI in the bottom left corner seems to be performing double duty in both displaying the whole board's current stats and showing how a proposed move would modify the stats, however the way this is done is a bit confusing. It seems that when a tile is selected, all the bottom corner numbers go to 0, as in "you have not selected a building project, and thus, there is no change to this tile's stats," but in doing so, it is not possible to see what your current stats are, and vitally, how much money you have. I didn't realize that money was even a stat because, honestly, the bill didn't immediate register as money to me, and I never saw it display a nonzero number because I was always selecting a tile (and there is no way to deselect a tile other than to prompt the menu with escape). I think this could be fixed by always displaying the current stats but also displaying the costs/benefits next to the stats like "trees: 12-4" with the -4 in red like you have already done, so that the player retains the knowledge of the current stats and can compare proposed changes to it. If the only way to make money is to wait (as I suspect is true), then advancing the day could also display as a +1 next to the money.
Currently when you click on a tile the stats displays show the impact of that tile. So if you click on something like the town you can see it is producing 1 currency per turn, while consuming 10 power per turn.
I may or may not implement your solution. Because problems begin to arise when you select a pre existing tile. Your method would not be clear if the number on the left (12 in your example with the trees) is the actual sum of all the tiles affecting that stat, or all the tiles but the one selected. You'd also still have the problem of the stats for one tile instead of global stats being there for the majority of the game. I think it would be a better solution than the current implementation but definitely still needs some work.
I think I'll do a quick fix. I can add some text that says what the stats display is showing (E.g. global, coal plant, plains), and deselect tiles on a new turn. Not perfect but definitely an improvement.
I'll try my best to improve that aspect of the UI. Thanks for your feedback, I'll try to give the game an update in a week or two.