Saw this game at SXSW and later played it for two hours afterwards. Absolutely loved it!
🌹 Rose:
The island-building mechanic is super interesting. It feels like playing Tetris, but with strategy. I really enjoy figuring out where to place the water and how to expand efficiently.
🌱 Bud:
Is it possible to move already placed buildings? If not, maybe consider adding a demolish feature.
It would be fun to zoom in on a single Cloudling to observe them up close.
Can we drag Cloudlings to assign them specific tasks?
Adding small sound effects would make it even more immersive, like minion-like chatter when zoomed in, sword clashes during attacks, or screams when the red people attack.
The shrine doesn’t seem to have much purpose right now, I can still add islands even without building more shrines.
Cloudlings only seem to turn into soldiers when there’s something to attack. Otherwise, they cap at three soldiers and start trying to jump off the island. I wanted to build up my army first before adding the colorful trees, but the Cloudlings wouldn’t convert to soldiers until there was an enemy present.
Is it possible to add dawn/day/dusk/night rotation? the cloud background is so pretty, having it in different colour would be interesting.
🥀 Thorn:
Some of my Cloudlings randomly jump off the island even when there’s plenty of food and shelter available.
The background music feels a bit short, it loops a few times, then stops for a long while before restarting.
Cloudlings don’t seem to use the storage much, even when there are plenty of items lying around.
When the island gets large, zooming in becomes essential for precise placement. However, after placing a tile, it automatically zooms out and centers the view, which gets a bit frustrating.
The island combining is a bit laggy once i got more than 35 cloudlings
I’m so glad you came through and also that you managed to play for two hours after! This is some amazing, amazing feedback. We’ll work on implementing new features to address these. I really like the idea of dragging the cloudlings onto a task.
This was SO FUN. I actually played this for 2 hours straight.
My one feedback is that it was frustrating to see the Cloudlings jump to their death despite me having so many farms to make sure they're fed. For some reason they kept de-prioritizing making food, even when I connected the island to berry bushes and such.
Really nice style and mechanics compared to the first version. I would say when you introduce enemies you could have them try and chase you a bit with their own islands. Would be neat. anyways hmu when you need that .wav
You start to reach the "peak" of the concept rather quickly with four unique types of structures, however said cocept still is rather fun and I could without a doubt see this become a much bigger game as its potential is almost without limits.
Cool idea, but a lot of work on just fixing things. I've had a lot of fun just adding parts to the island till it got so big it started spazzing out on newly spawned island pieces and connecting some of them would make the island launch itself. The workers seem to just die of hunger at random right next to a full wheat field and a full storage of food.
A thing that would help a lot would be tooltips over the buildings before picking what to built and right click to cancel building if you change your mind or click on accident.
Maybe some sort of mission or milestone system would be great.
The players should know what they are aiming for instead of just randomly building things and traveling till something new gets unlocked.
Overall a good prototype, just needs more stuff and a bit of polish.
Really appreciate this feedback, we’re already looking at fixing these issues. I also agree with the mission milestone system, we need to have some driving force for the player. (Maybe enemies?)
It would be helpful to have the description or at least name of the buildings on mouse-over, as they're not obvious what they are on first play except for the field. The very beginning is also pretty punishing in terms of food for the first cloudling; if you don't immediately merge with a field it's game over in seconds. Definitely would be interested to see this with more tech/progress or mechanics. Maybe some way to destroy buildings or break off parts of the island.
I would have liked to have started with 2 villagers, or an existing house nearby like existing farm cloudling. The early game is quite slow as I am waiting for my single villager to build a house. Either that or the ability to assist the villager to speed up construction.
The ability to fill in gaps would have been nice, or a bonus for connecting to cloudlings that didn't create voids.
Maybe tiered upgrades -the more sides you connect to the better the cloudling? If connecting to a tree or ore containing cloudling some kind of production bonus, leveled up villagers when it is a villager cloudling, or more productive cloudling "soil" or building space if there is nothing on the cloudling. Something like the more sides that connect when joining would give better bonuses, perhaps, to incentivize filling voids, with 3 sides being the best possible join.
I did notice that as I connected more and more cloudlings and the auto zoom happened, it got more difficult to see things. If there is going to be more to interact with a zoom in feature would be beneficial.
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Saw this game at SXSW and later played it for two hours afterwards. Absolutely loved it!
🌹 Rose:
The island-building mechanic is super interesting. It feels like playing Tetris, but with strategy. I really enjoy figuring out where to place the water and how to expand efficiently.
🌱 Bud:
🥀 Thorn:
I’m so glad you came through and also that you managed to play for two hours after! This is some amazing, amazing feedback. We’ll work on implementing new features to address these. I really like the idea of dragging the cloudlings onto a task.
Thanks for playing our prototype!
This was SO FUN. I actually played this for 2 hours straight.
My one feedback is that it was frustrating to see the Cloudlings jump to their death despite me having so many farms to make sure they're fed. For some reason they kept de-prioritizing making food, even when I connected the island to berry bushes and such.
Omg that’s so awesome, I’m glad you enjoyed it! Also thanks for the feedback!
Wow! This game has a very interesting promise!
Good graphics and a very different gameplay! I loved it :)
Cheers :)
really cool game! The gameplay is unique and engaging, the graphics are cute. Looking forward to future releases!
Thank you!
Really nice style and mechanics compared to the first version. I would say when you introduce enemies you could have them try and chase you a bit with their own islands. Would be neat. anyways hmu when you need that .wav
Cheers bro, gonna need that .wav ASAP
on it
i liek the concept but how often they sleep is a problem
Definitely agree, they’re way too lazy haha
This is a Great starter concept, and it's already great fun even in 0.1! I'll be eagerly waiting for more!
Thanks so much! We just launched a Discord if you’d like to follow development. Here’s the invite.
You start to reach the "peak" of the concept rather quickly with four unique types of structures, however said cocept still is rather fun and I could without a doubt see this become a much bigger game as its potential is almost without limits.
Thanks so much! We’re already working on improvements and have a bunch of stuff planned.
Cool idea, but a lot of work on just fixing things. I've had a lot of fun just adding parts to the island till it got so big it started spazzing out on newly spawned island pieces and connecting some of them would make the island launch itself. The workers seem to just die of hunger at random right next to a full wheat field and a full storage of food.
A thing that would help a lot would be tooltips over the buildings before picking what to built and right click to cancel building if you change your mind or click on accident.
Maybe some sort of mission or milestone system would be great.
The players should know what they are aiming for instead of just randomly building things and traveling till something new gets unlocked.
Overall a good prototype, just needs more stuff and a bit of polish.
Really appreciate this feedback, we’re already looking at fixing these issues. I also agree with the mission milestone system, we need to have some driving force for the player. (Maybe enemies?)
Enemies as one of multiple options, hopefully?
Definitely mutliple!
Do the Cloudlings not take food out of silos?
They should be able to, maybe a bug?
Not a bad game idea at all, I like the premise!
It would be helpful to have the description or at least name of the buildings on mouse-over, as they're not obvious what they are on first play except for the field. The very beginning is also pretty punishing in terms of food for the first cloudling; if you don't immediately merge with a field it's game over in seconds. Definitely would be interested to see this with more tech/progress or mechanics. Maybe some way to destroy buildings or break off parts of the island.
Thank you! You’re definitely right though, we need to work on balancing and adding more information for the player.
Destroying buildings AND breaking off parts of the island are definitely planned features :)
Interesting concept.
I would have liked to have started with 2 villagers, or an existing house nearby like existing farm cloudling. The early game is quite slow as I am waiting for my single villager to build a house. Either that or the ability to assist the villager to speed up construction.
The ability to fill in gaps would have been nice, or a bonus for connecting to cloudlings that didn't create voids.
Maybe tiered upgrades -the more sides you connect to the better the cloudling? If connecting to a tree or ore containing cloudling some kind of production bonus, leveled up villagers when it is a villager cloudling, or more productive cloudling "soil" or building space if there is nothing on the cloudling. Something like the more sides that connect when joining would give better bonuses, perhaps, to incentivize filling voids, with 3 sides being the best possible join.
I did notice that as I connected more and more cloudlings and the auto zoom happened, it got more difficult to see things. If there is going to be more to interact with a zoom in feature would be beneficial.
Thanks. These are some great suggestions :)