Link the Shrink is done!
I was glad to work on it!


LD: https://ldjam.com/events/ludum-dare/59/link-the-srhrik-is-done
ITCH: https://toshiy.itch.io/link-the-shrink
I was glad to work on it!


LD: https://ldjam.com/events/ludum-dare/59/link-the-srhrik-is-done
ITCH: https://toshiy.itch.io/link-the-shrink
THANKS FOR FEEDBACK!


I would like to THANK EVERYONE who shares their records and any feedback about my game! It's very nice to see that you're really playing my game, and it's a pleasure to be an easy guide for some of you in management simulation games.
LD: https://ldjam.com/events/ludum-dare/59/link-the-srhrik-is-done
ITCH: https://toshiy.itch.io/link-the-shrink

Just recently before the start of the jam, I played Tiny Kingdom. For the most part, I relied on it as my reference (you should always know your reference, by the way) I was faced with the task of a game designer - to change everything that I didn't like, leaving everything that I highly appreciated.
The first game designer task was to expand the game's capabilities: When I played Tiny Kingdom, the first thing I thought was, "Hey, it would be cool if I gave more opportunities to expand the territory in my game." That's when I came up with the idea of connecting TV towers and expanding the boundaries instead of starting from a single island. But how should I balance this? It's simple - each previous tower loses its signal strength, making the so-called "exploration" of field maps limited. But I still need to balance this, right? Absolutely, and it's easy. For each Tower card, you get a signal recovery card, which means you won't be able to keep all the towers in a strong signal, but you'll always have control over which tower you want to continue expanding around. By the way, the further you place a tower from the previous one, the more cards you get. This gives you a good boost in the number of cards, but it can become a serious problem when combining territories for object combinations.
The next task of game design is to add speed of perception for the player. What does this mean? Each card in tiny kingdom is a set of TEXT INFORMATION, and as someone who perceives most things as "familiar symbols," it was important for me to implement these symbols for the player. Each card has its own unique icon, so once you get used to the process and understand what each card provides, everything starts to be read at the highest speed based solely on the card icons. This added more intuitiveness and eliminated the slowdown in the game. Therefore, the visual part has become one of the most attractive aspects of my game, as I see it.
I spent a lot of time on the game's feel and polish. I appreciate your games if they're small but have a high level of polish, so I've done my best to make even the cursor movement on the parallax-effect screen enjoyable. Adding more feedback, such as hovering over cards and smoke particles from buildings, has greatly enhanced my gaming experience. In any case, you can see from the development screenshot that most of the content has not made it into the game.

To be honest, I'm excited to expand the content in my game after receiving so many positive comments and feedback. Currently, I'm facing significant issues with indexing on itch.io, which means my game cannot be promoted or displayed to other players unless they click on a link. I believe that the support of itch.io will help me address these challenges and enable me to add new content to enhance the quality and size of my game. Now I see a lot of problems, such as the lack of a tutorial, incorrect indicators for building bonuses, and everything else that shows my shortcomings as a game designer, but thanks to your feedback, I can keep moving forward and improve the game! Thank you for your ratings! And keep these tips in mind.

@ghpxi, thank you for being my inspiration!