Acreage by pomb

[raw]
made by pomb for LD 42 (COMPO)

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 Acreage2.gif

AcreageScreenshot<em>0003</em>small.png

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🗨️

Feedback

Serious07
13. Aug 2018 · 13:14 UTC
Good game! It would be nice if the game would be training. Animations are made very cool!
earnso
13. Aug 2018 · 13:16 UTC
The art style is :heart: on this one
alexkarate
13. Aug 2018 · 13:17 UTC
This is a pretty good game! It reminds me of some android games and I think that this game has a pretty solid concept! But I believe that this game would have been much better with fitting music and sound effects fot placing/ building stuff
Dries Vuylsteke
13. Aug 2018 · 13:20 UTC
Love the art style and little blob animations! The various mechanics keep it fun to play, without making the game too hard to understand. Well done!
Borys
13. Aug 2018 · 13:24 UTC
Wow, This game is really, really good. I think I will keep this one on my disk, because it's very fun. Keep it up! By the way my record in 5x5 is 81 8)
🎤 pomb
13. Aug 2018 · 13:39 UTC
@borys Thanks for playing! haha I've only managed 75 on 5x5 nice going.
akemala
13. Aug 2018 · 14:42 UTC
The expanding area idea is nice. But there could be a better victory system other than victory points. For instance, there could be goal of building a house and after that you would be granted access to a new zone. however, very neat game for compo! Congratulations.
rhewid
13. Aug 2018 · 15:01 UTC
Very polished game. Played all tile variations. Get's very addicting, could see myself investing some time on here.
🎤 pomb
13. Aug 2018 · 15:32 UTC
@akemaia I couldn't agree more. I wanted to do something similar to what you suggested, by having different levels that have specific goals, like get x flowers x statue and x houses with some of the tiles being pre-set. But yeah just didn't get there. Thanks for playing :D
Omniorcus
13. Aug 2018 · 16:30 UTC
I will come back to this game later. It's a nice little strategy game, with a lot of replayability. I am determined to beat my own score! The graphics are pretty, and the strategy is fun. The game really could do with some audio to accompany it however.
Ossi
14. Aug 2018 · 02:13 UTC
Great game! I really love the art style. Having to choose between optimizing star tiles and environment ones within the limited space was very dynamic and challenging! Those boot tiles really come in hand for chaining together some nice turns, I enjoyed that part the most. I feel like some music would have upped the charm of this even more but other than that it was really well done!
Jimbly
14. Aug 2018 · 02:47 UTC
Managed to get 109 on the 5x5, made a statue!

Fun game, great concept. Would have been great to have some sound effects.
Truc_e
14. Aug 2018 · 09:26 UTC
I didn't really understand it at all, their should be some more instructions. It was really polished and had nice graphics though. There should also be an escape button.
bar0net
14. Aug 2018 · 10:15 UTC
This is a really smart take on the theme. It is a nice strategy game with beautiful art, I hope you keep working on it!
Thijs Tak
14. Aug 2018 · 12:05 UTC
I liked the game. Good art and interesting gameplay.
Wahooney
14. Aug 2018 · 12:29 UTC
Nice one, @pomb. I like how the player actually builds and explores the world and you still end up with surprises. Cool stuff!
jharler
14. Aug 2018 · 13:39 UTC
Very beautiful visuals here. It took a bit of time to figure out how the mechanics worked. Some more thorough instructions I think would make this easier to pick up. Some minor audio cues would've added a lot to the game play. Overall, great job!
REMCO GAMES
14. Aug 2018 · 13:59 UTC
Art and gameplay were great on this one good job on that!
Akros
14. Aug 2018 · 18:22 UTC
This game definitely has some style! had some fun playing it!
paulhocker
15. Aug 2018 · 03:47 UTC
this is a pretty great idea for a game - really like the tile management aspect and using the boots for movement - thanks for making this
ildfuglen
15. Aug 2018 · 12:43 UTC
Nice strategy game full of surprises. Wish there was some audio as it would add a lot to this game. Well done!
Suchista
15. Aug 2018 · 17:29 UTC
Artstyle is great :)
blacksheepza
16. Aug 2018 · 11:55 UTC
This is very cool! The art is lovely and bar the lack of sound it is really juicy and the animations are really satisfying!

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!
🎤 pomb
16. Aug 2018 · 15:34 UTC
@blacksheepza thanks for playing! Agree on the RNG. I had that happen to me too, atm it's completely random, I'm busy looking into a better implementation of picking, maybe from a sorted bag or something, to ensure all items are picked at least once according to the size of the map. Was also thinking of adding a purchase mechanic, where the player can just buy the exact tile they want at the cost of moves.
MatiErnst
17. Aug 2018 · 08:52 UTC
Intersting entry!
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 ! :)
🎤 pomb
17. Aug 2018 · 12:31 UTC
@matiernst That's a neat idea, changing values of the tiles after their placement could be really interesting, specially if the first tile that you place is a negative tile, so you invest on it's placement and making the combination later. There's something interesting in this play space that I want to continue exploring, Thanks for playing!
sankacoffee51
17. Aug 2018 · 23:47 UTC
Loved playing this game, a small tuto would be the best addition to it for me! Keep up the nice work
Hueson
18. Aug 2018 · 02:34 UTC
Awesome what you were able to do for a compo.

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.
RenD
18. Aug 2018 · 16:55 UTC
Scored 134. As others suggested, some instructions or a tutorial would be great. I like the mix of mechanics but in its state, there's still a tiny something missing to make the game fun. It's hard to develop a strategy as it's full RNG. And in the end of the game, the tile placement is more to fill the board than a real choice between the 3 options. Some combos for placing tiles would be a cool addition I guess. But nice idea and super cool execution, congrats!
🎤 pomb
19. Aug 2018 · 10:47 UTC
@rend Thanks for check it out! I agree about the fuller strategic choices being compromised by the RNG, I think that with the addition of holding X number of tiles and having a better picking algorithm that it alleviates some of that. I disagree about the options just being there to fill the board, because there's clearly better placements of boots/trees/blueprints/flowers to maximize movement costs. I'm hoping to add a small tutorial to help players grok what the actual mechanics are.
EvanGreenwood
01. Sep 2018 · 19:50 UTC
I can only get 119 on 5X5 (After about 6 tries).

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.
🎤 pomb
02. Sep 2018 · 12:52 UTC
@evangreenwood Thank you for taking the time to play and give such a considered reply.


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!