Civilitris by dasilvacontin
A mix of elements from Age of Empires + Tetris.
IF YOU DON'T PLAY IT ON FULLSCREEN, THERE'S IMPORTANT PARTS OF THE UI THAT YOU WON'T SEE
Background song is Ketsa - Curious Nature.
All the sound effects are from https://freesound.org/.
Have fun!


IF YOU DON'T PLAY IT ON FULLSCREEN, THERE'S IMPORTANT PARTS OF THE UI THAT YOU WON'T SEE
| Youtube | https://dasilvacont.in/civilitris-web/ |
| Original URL | https://ldjam.com/events/ludum-dare/46/civilitris |
Ratings
| Overall | 356th | 3.888⭐ | 51🧑⚖️ |
| Fun | 279th | 3.847⭐ | 51🧑⚖️ |
| Innovation | 228th | 3.878⭐ | 51🧑⚖️ |
| Theme | 1629th | 3.469⭐ | 51🧑⚖️ |
| Graphics | 955th | 3.816⭐ | 51🧑⚖️ |
| Audio | 846th | 3.39⭐ | 43🧑⚖️ |
| Humor | 1399th | 2.677⭐ | 50🧑⚖️ |
| Mood | 1045th | 3.48⭐ | 51🧑⚖️ |
| Given | 12🗳️ | 9🗨️ |
Super interested in hearing if something in the game turned out to be or work different than expected. Cheers! :)
Good work!
The quests informations took a lot of space on my screen and hide the map a little bit, is it normal ?

Besides that though, I loved it. The graphics are simple but great. It's cool actually seeing your people grabbing resources. I think the core gameplay is really awesome, but just needs some further explanation and some quality-of-life stuff, like maybe being able to see the next tile coming, to really make it something that would be fun to keep replaying and trying to do better (also going with that would be some kind of a score or game over condition). Really nice work!
Lots of promise here - well done thanks for sharing!
This definitely has potential to be a great game
As for the background music, it's Ketsa - Curious Nature: https://freemusicarchive.org/music/Ketsa/Emotive_Music_Film_and_Radio/Curious_Nature
I just added the credit to the description, sorry for the sloppy job on that aspect! 😣
Small bug: the game freezes if you simultaneously set your last village on fire and clear the row of fire touching it.
I'll make sure to check out yours – thank you for the comment! :)
How did you even survive? haha. So, because of the graphics and lack of quests, it may not be evident that there's a hut/town-center in the middle, with some villagers. The villagers have to pick up sheep and trees and bring them back to the town center, that's how you gain the resources. It may not be evident if you somehow got the resources without understanding. I added some distressed hungry thoughts to the villagers, but those only pop up if you happen to run very low on food (<25%).
What do you mean nothing happens when you lose?
Thank you! I wish I was able to make a better fire with the basic Unity shapes
I feel you :). I feel one of the nice things in this game is realizing the small nuances/mechanics, and taking advantage of them on the next runs. For example:

I guess making it look more like actual fire would help 😆. Thank you for your comment!! :)
It was not my intention for it to be like that 😅. It helps if you play it in full screen mode.
Thank you for the comment!! :)
Thank you!!
So, for the food/wood bars, your villagers are supposed to manually grab the resources (sheep and trees) and bring them back to a hut. They don't swim, though.
The black-ish tiles with a red/yellow cube on them? That's fire, and it propagates to most things, except for sheep plains, or empty forests.
"As others have said, I think this is a great concept for a game. You’ve taken resource management and civilization building and combined them with tetris/2048, and it works out really well. I think not having a tutorial/general explanation of what you need to do does hold it back a bit, it took me a couple tries before I actually figured out what was going on. Also, is there a way to hide the quest log? It was a lot harder not being able to see the left side of the world."
Quest log is annoying right now unless you play it on full screen mode, or you are playing on a retina screen (Unity things). Sorry for that! No time.
I was hoping to guide the people through some of the stuff to be learnt through the quests, by doing and observing. That can fail if it's hard to understand _why_ are things happening, but I think it's nicer than having to sit through a tutorial. I feel one of the main pains right now is figuring that there's villagers that have to manually grab stuff and bring it back. It doesn't help that it's not so evident that they are people/villagers, and that the thing in the middle is a hut/home. I wanted to add more feedback on the intention of the villagers (more thought clouds/bubbles) and the effects of what they do (adding "+1 Food" / "+1 Wood" when they bring back something, maybe some object goes from the hut towards the stat bars...)
"Besides that though, I loved it. The graphics are simple but great. It’s cool actually seeing your people grabbing resources. I think the core gameplay is really awesome, but just needs some further explanation and some quality-of-life stuff, like maybe being able to see the next tile coming, to really make it something that would be fun to keep replaying and trying to do better (also going with that would be some kind of a score or game over condition). Really nice work!"
Thank you! Hmm, there is a score and game over condition, right? I would love high scores, personally. Thank you again!
They do not fill up by landing tiles and completing rows/columns. They fill up when the villagers physically grab on stuff (sheep and trees) and bring those back to a hut. Sorry that it's not as obvious! :)
Yeah, whenever it's 4 tiles it gets a bit hard, better hope you made some space by that point 😆.
Thank you!! :)
Lots of promise here - well done thanks for sharing!"
Ahhh, that happens to me as well when I play. I think a lot of people forget about the quests. It's a bit hard to take the eyes out of the map, due to the timer that auto-lands the islands.
Glad you liked it! Thank you lots for the comment!! :)
Thank you!! Yeah, it can be hard to realize that the lines clear, specially if you miss the quest item for that.
There's fire tiles after you clear 3 lines. Fire propagates to neighboring tiles, except for the sheep one, or empty forest (rationale is like.. not enough things to burn there!!).
Additional hut is available when you collect 16 wood. Same as for the food, your villagers have to manually go out and collect those resources, and bring them back to the hut. They can't swim tho!
Sorry for the non-obvious things, and thanks for playing + comment!! 🤗
Glad you love it!! 🤗
This definitely has potential to be a great game"
Yeah, the not-even rate of fire spread is a killer sometimes, but a saver at others!! Thank you for the comment, glad you enjoyed it!!
Thank you, great to hear! Glad you enjoyed it!! 🤗
Small bug: the game freezes if you simultaneously set your last village on fire and clear the row of fire touching it."
Oh dear, I've run into a similar edge case like that. It was like, moving a piece right before it lands on an invalid position. It's a shame. If I ever polish the game, this will be helpful to know, ty for reporting!
Thank you thank you for the comment, take care! :)
Nacho looking fire hahahahaha. Yeah, wish I had been able to do something better there. A lot of people didn't understand that it was fire. Until it burnt something, I guess.
Thank you for playing + comment! :)
Good food for thought, thank you! My thoughts before asking was to have different types of buildings. I also thought of adding a bit of conflict. Maybe you own half side of a map, and you have to beat an opponent on the other side, and you can create troops, that go towards their bases/villagers, etc. Maybe a good couch/local game, or multiplayer one, even!
Thank you again, take care! :)
They do not fill up by landing tiles and completing rows/columns. They fill up when the villagers physically grab on stuff (sheep and trees) and bring those back to a hut. Sorry that it’s not as obvious! :)
Yeah, whenever it’s 4 tiles it gets a bit hard, better hope you made some space by that point 😆.
Thank you!! :)"
@dasilvacontin that's awesome, probably obvious I probably just missed it lol!
Love the puzzle mechanic and the dynamics where Fire propagates.
The whole game has a super nice mood with the music.
There are food and wood indicators, but most of the time I'm too focused on the puzzle game to pay attention to them, and I usually die before due to tile placement rather than those countdowns going down.
Neat game 👌
Glad you enjoyed it!! Thank you for your comment and great summary 🤗
Edit: Oh, you're the dinosaur game peep, sick! :D
re: quests → Nice hearing your impression, glad you appreciated them! Sharing my thoughts: I wanted to guide people through discovering the mechanics that are necessary to progress successfully in the game, but I didn't want to make those mechanics super obvious. More like, I wanted to encourage learning by experience / trial-and-error, which gives you those "ahá!" moments, a bit of puzzle feel. And adds replayability because you have a new strategy/mechanic to take advantage of, and more potential ones to try out.
Btw, how did you land on my game? Because of my ratio of ratings received:given, I would be very surprised if the game is actually appearing on the games list.
Thank you again, and take care! :)
Completing a row or column of the same type means that, from side to side of the board/map, either vertically or horizontally, you must lay out tiles of the same type (sheep, forest, ...). Once there's a complete (side to side of the board) horizontal or vertical line of tiles of the same type, something happens. :)
It feels like the meaning of a row or a column in the game felt not clear?