- I also went back and checked. The Church studies for Tithe and Wild Life do NOT mention candles being the main currency. That's probably why I was cut off guard; I likely assumed the Trade post would work as a straight barter system with the stuff I found in the ground.
Blockzord
Recent community posts
- Thanks, I did figure out the time-skip early on, I was just under the impression that my player character needed sleep regularly; so I was unintentionally skipping sermons.
I was also noting that the beginner tutorial doesn’t list the time-skip as a feature or point out that area of the hub as clickable to progress; so I though it could use some guidance there.
You’re right in that I should have inferred that from the other clickable gui’s, but I don’t believe information design is “skill-based”.
- Thanks, I did miss Tithe earlier. I didn’t read Tithe’s description because it required Inscriptions first which limited how many studies I could achieve given the limited time frame. I just assumed that securing a food source was more important at the time.
-I’d like to know how your girl-friend was able to make product, because in my experience wheat can’t be grown faster than 8 days and I’ve already had issues with getting meat.
- Also, I did praise the game for it’s control scheme, is that not positive feedback? I think it’s important that I list what my first impression was for the game to improve it’s presentation.
- My first game-play experience I went to bed every night and accidentally skipped all of gods judgments and sermons. Time skips need to be explained early on.
- Candles are almost impossible to get. The only source I found was the wheel which is only a 33% chance on a very lucky judgment opportunity.
- Found out I could answer a sinner's grievances by unassigning them from their job. (sometimes) This gets really tedious with the loading screens when the troubled sinner is within the church, as they may not unassign themselves immediately.
- The trade-stall needs a more accurate description as I didn’t realize it needed both roles. Reassigning a single sinner resets preparation.
- Also, is there no way to get meat at all? I got the upgrade but the provider didn’t provide for 4 days straight.
- I appreciate the mouse interaction with 3D structures and people in the over-world and window based menu popup control scheme.
- Kicking a sinner out just closes the menu and the sinner remains unkicked. Use the phone settings to instantly add and remove sinners.
Really good art style and direction, the UI is very comprehensive. Unfortunately there's so little room for error in the game-play loop of managing random chance that I can't even get 5 minutes into a round. The player needs some kind of guarantee to build a risk/reward system around yet the options in the shop are all conditional. Other score attack games use cards that you can depend on to exist in that deck; yet with dice, you can have a flexible strategy but it will not guarantee you'll have the agency to accommodate for every (or more likely any) roll. I'm kinda miffed as to why I couldn't reorder my dice from left to right because that seems like the kind of agency I could really use when building a strategy.
Saw this game played by ManlyBadassHero on Youtube; immediately intrigued, and gave a spin myself.
Wanted to add my two cents in terms of game design. I’d like to see this as a competitive version of memory; as in the events don’t change when a card is flipped, and the player is reliant on their own knowledge of the board to gain the upper hand. Events on cards could even include moving the locations of cards making them harder to remember.
Here’s a few ideas:
SWAP CARD (Exchange this card with another unburnt card, both face down, anywhere on the board.)
Ideally the player would use this card to snag the opponents utility cards, hopefully not grabbing an extra turn card instead.
SEED CARD (Exchange one burning card and this card, along with two unburnt cards from the opponent’s side, shuffle and deal face-down.)
Reference to “cloud seeding”, this is a delaying tactic that can be used to turn the state of the game quickly. Ideally the player would use this card to move an extra turn card onto the opponent’s board, possibly receiving a non-extra turn card in return. A highly sought after card.
ROW CARD (Shift this card’s row twice to left or right, shuffle and deal face-down remaining unburnt AND burning cards with this card into the empty spaces at the edge.)
Board shuffling card, meant to confuse the opponent; can also be used to shift burning cards away from the player’s station.
PUSH CARD
(Shift this card’s column once towards the boarder separating player and opponent, shuffle and deal face-down remaining unburnt AND burning cards with this card into the empty spaces at the edge.)
Another board shuffling card, meant to confuse the opponent; can also be used to push burning cards away from the player’s station.
Have some experimental cards while I’m at this:
ZOMBIE CARD (Opponent instead exchanges this card with one of the Opponent’s burning cards turned face down)
Reference to “zombie fires”, similar to the seed card except this card isn’t one the player ideally draws for themselves, much like an old maid.
CHANCE CARD (Choose another unburnt card anywhere on the board, if that unburnt card doesn't have an event, turn both cards face-down and swap positions, otherwise play the drawn event as if this card were an extra turn card.)
A good card to have early game, not so much in the late game though; ideally the opponent would have these cards on their side in the late game.
Otherwise, glad to see someone's inspired game jam take on so much potential.

