Good day. Please let me know what improvements I need to make to this game. Try the game and tell me what’s missing and what you’d like to see changed. If you’d like access to the source code, let me know and I’ll add you to GitHub.
This is similar to SimCity.
There’s still a lot that could be done that hasn’t been implemented in similar games. The idea is excellent, but the execution is still very rough.
- Building construction stops working.
- The store doesn’t always open.
- Camera rotation doesn’t work.
- Saving doesn’t work.
- …
Maybe the problem is with AI Assisted, Code?
I set construction to use the LMB in the game settings, and construction started working again.
Congratulations on the release of the first alpha version! ![]()
I’ll keep an eye on the game’s development.
Thank you for your response.
We were inspired by the game Cardboard Town while developing this game. However, we wanted to offer a different concept and perspective. As you mentioned, demolishing buildings is very cumbersome, so we will use cards for this: in other words, demolishing buildings in real life is costly, so we will only be able to demolish a limited number of buildings.
Regarding writing code using AI: we don’t hide this, as you may have noticed, we use free assets in the game, we are making the game part-time, and if we spent this time debugging and searching for solutions, we probably wouldn’t make any progress.
We are not professional game developers. We are just trying to create the game of our dreams. Thank you again for your response; thanks to you, we will have the opportunity to fix the issues that are not working.![]()
Cardboard Town is, in fact, a SimCity clone. I was just about to say that the idea with the cards isn’t very good, IMHO. What’s the point of them?
“Free assets” and “AI code” are very different things. You can eventually replace free resources with your own. BTW, there are programs that make content creation easier. I use free resources in my own project. But fixing code written by AI requires a very high level of expertise. Will you be able to change it when you need to? (And you’ll definitely need to.)
Basically, our project is very similar to yours, but I “approached it from the other end.” Perhaps we could try to join forces.
It’s a good foundation, but it’s not quite a game yet ![]()
Most importantly, you need a win condition, otherwise it’s really just a sandbox.
The UI could use some work - camera rotation doesn’t work even after changing the hotkey, it’s unclear what the buttons do or how to how / hide the card hand, and the cards could be automatically lowered when the mouse is not over them (most card games do this to show more of the game when the cards aren’t being looked at).
The mouse cursor seems to point just below the structure being placed - the grab point should be raised.
Progression wise, you might want to start the player out with much fewer cards, and a very quick tutorial, explaining the goal and how to earn money and buy cards. That way every new bought card will feel like an earned reward, rather than something slightly overwhelming to out start with.
Also obviously get rid of bugs, like the game window moving when going to options, and card descriptions being inaccurate / placeholder. Later you may wish to add illustrations to the cards, music and sound effects, and stuff like that ![]()
A “sandbox” is a type of game.
But there will be a “win condition” here—the mayor must be re-elected. This might present a logical contradiction: if the mayor is elected, the game will presumably end, which doesn’t make sense. Or will the game continue?
Q – the market, but it doesn’t always work.
Tab – card set.
And, of course, 1920 × 1080 is a very small resolution. It would be nice to have the option to choose higher resolutions.
It’s good that you have a win condition planned, now you just need to communicate that to the player ![]()
As to what happens with the mayor, that’s entirely up to you. Maybe the mayor’s job just continues, or maybe that’s when the player moves on to a new challenge? Story logic is generally not as important as fun in a game.
The problem isn’t that it’s not possible, it’s that it’s not clear. Ideally you want your player to know what a key or button does before needing / pressing it.
And don’t worry about the resolution, 1920 x 1080 is plenty for any game. In any case, higher resolution will not change the look of your game.
This isn’t my rule, but the game developer’s. I took this condition from the game description on the website.
The player’s help menu is accessed via Esc.
It looks a bit clunky on a large monitor.
First of all, thank you for sharing your thoughts. I’ve made some improvements based on your feedback.
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I added 2K and 4K resolution to the display settings.
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I tried to make the card model look nicer.
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I added the demolition card.
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I made a few more improvements that I forgot to mention.
Just gave it another spin,
I would suggest focusing on introducing some game mechanics (earning and spending etc, citizen satisfaction, …), and fixing up the UI problems, to make the game more playable. Then thinking about adding features ![]()
For instance, even after changing the key layout, plenty of keys don’t seem to work, including showing / hiding the hand and rotating the camera.
If you want to spend some effort polishing it, you could fill out those descriptions, for instance. Card artwork doesn’t have to be amazing either - you can get far with just color coding certain buildings to certain types (infrastructure / residential / public / business / …) and some scribbles to set them apart. Maybe your cards have tiers (1-2-3 / common-uncommon-rare / …), so it’s instantly visible that this is a tall / expensive tier-3 building, and there’s more to set them apart than just names.