Acreage by pomb
About
A tile laying game where you lay tiles and try gain victory points by chopping trees planting and smelling flowers, building houses and carving statues. Maximize routes by using the strategic placement of the boots, and paying attention to the movement cost of your tile selections.
Input
Drag to place tiles from the belt into the board during the Pick phase. Click in adjacent tiles to move, chop or build.
Screenshots on itch


| Windows | https://pmlomb.itch.io/ld42-acreage |
| Source code | https://pmlomb.itch.io/ld42-acreage |
| Original URL | https://ldjam.com/events/ludum-dare/42/acreage |
Ratings
| Overall | 233th | 3.577⭐ | 41🧑⚖️ |
| Fun | 280th | 3.388⭐ | 42🧑⚖️ |
| Innovation | 171th | 3.551⭐ | 41🧑⚖️ |
| Theme | 275th | 3.731⭐ | 41🧑⚖️ |
| Graphics | 148th | 3.788⭐ | 42🧑⚖️ |
| Audio | 555th | 1.862⭐ | 31🧑⚖️ |
| Humor | 387th | 2.265⭐ | 36🧑⚖️ |
| Mood | 348th | 2.958⭐ | 38🧑⚖️ |
| Given | 37🗳️ | 28🗨️ |
Fun game, great concept. Would have been great to have some sound effects.
I would love to see a tutorial or maybe a more in depth description of how to play because it does seem really interesting, I just have't quite grasped it yet.
One thing I did notice is that the RNG is maybe a bit too random. In one round I didn't see the statue or building plans at all which was frustrating since I gathered a bunch of wood.
Definitely going to give it a few more tries and try figure out some strategies. Well done on the cool game!
I was suprised of how stragitc this game can be, I also loved you added various levels to play with.
Too bad there was no sound, it could make it a whole better!
Could have been cool if there had been combinations to the tiles, for exmaple, you could extand the house by putting another blueprint on it, cost more time/wood and space! but give way more score.
or/ putting a house and statue near each other could give you more score as well.
This changes alone, can make the game even more stratigc with the tiles placing and the backtracking.
Anyway.. Awesome game and good luck ! :)
I felt it was hard to pickup at first but once I understood the how the mechanics worked my interest certainly picked up. If you are planning to do any more to the concept I think audio would help liven it a lot.
I tried a mass boot and flower run, but it seems not as effective on the 5X5 as building houses and chopping trees. Maybe flower runs are effective on the larger levels?
But the fact that I could see multiple strategies towards scoring makes me think this game design has great potential.
The reason I gravitated towards boots and flowers is that I really like strategies that involve feedback loops, like building machines that generate more resources over time. When I saw that the flowers returned each turn I wanted to try exploit that. I wonder whether it'd be possible to do make more of the tiles exhibit this behaviour (so as the level gets filled, a sort of machine emerges, with, for instance, ways to make the trees renewable and renewable ways to spend that wood etc). Something like a really stripped down version of Stardew Valley.
I've played a bit more now... I've tried the 15 X 7 map placing a lot of boots and flowers, I got 804 points, but played far from perfectly. I think houses still are the best earners, certainly after 18 turns from the end, but flowers and boots are very useful in other ways (and some of the flowers placed near the beginning do earn better than houses).
Like others have said, it feels like the player is a bit at the whim of the random tiles provided. I think providing some way to overcome that might be a good addition. Some way to be able to affect your deck would help. I don't think this needs to go as far as a deck builder, but perhaps some elements of that?
Like if there was a building that could be built that allows for a hand to be discarded in favour of another one.
And if that sort of thing is possible, maybe some buildings add future tiles to your deck. Like building a house adds the possibility of a marketplace tile (for instance). i.e. as you play you trigger certain conditions for more complicated cards to be available.... I guess I am suggesting a kind of deck builder :)
In any case, I think this is a strong design! Love to see this taken further.
I found the flower runs to be quite under powered myself, and thought of buffing them slightly to make them more useful while doing house/statue builds. What I like about current rng that you have to use everything as best you can for that situation, but want to add in the ability to change whatever you get to transform it into a grander strategy, for that I quite like your suggestion of adding deck building elements, that a player is then in more control of the spawned tiles in the belt.
I wanted to add flushing action that allowed flushing current tiles at the cost of a boot, but just didn't get there, something I'll consider for future features.
I really like the idea of a marketplace tile, could even be a result of building two houses next to each other that turns into a market place building. Where you can then trade current tiles in the belt for the tile you want.
Was also thinking a stockpile tile, so you can store tiles for more favorable positioning would aid in maxing boot placement. Thanks again for playing!