v0.10 - Easier first storm, storage tab unlockable
v0.10 is released!
Today's daily update focuses on improving the early game and optimizations for late game.
Firstly, I want to make the game easier for new players.
As new buildings and tabs get added, they populate the build menu with clutter, making it difficult to find buildings they're looking for and overwhelms them at the start. Thus, tabs will unlock based on world's progress.
Storage, Electricity (and in future, Defense) tabs will be hidden by default. Cards can now be collected in the world that grant specific buildings, but also unlock the tab permanently once collected.
(I might add particle effects and a purple beam of light from the collectible to exaggerate its importance in future.)
The second change is I think there's too many things to learn at the beginning. Settlers can reduce the storm duration and increase your chance of survival, but most people don't even know that. I added this as my intention was to tell players that they need to get as many settlers as possible to survive the first storm. The idea is cool, but execution was bad. This mechanic is confusing and unintuitive, so I've removed it and instead just made the storm shorter. The settler revamp in maybe v0.12 (optimistically) will hopefully be enough to communicate to new players that settlers are important, without having to rely on obscure mechanics and reading texts.
Lastly, I am considering to remove Distiller, and make Wells produce water right away. I notice people spam building Wells thinking it gives them Water for farms. But they don't realise they also need the Distiller. I wanted to add production chains and have future buildings skip these chains as upgrades, but perhaps they add unnecessary complexity at the beginning as players have more items to keep track of and remember?
I am preparing for the electricity update which might be the very next one! Full changelog:
Features:
- Storage tab unlocks at 40m
- Add free storage building card at 40m
- Storm duration halved (first storm 120s -> 60s)
- Settlers no longer reduce storm duration
- Faraday's Turret and Small Turret now shows settler counts required
- Rename Diving Hut to Fishing Hut for clarity
- Card speed penalty no longer reduces after every storm
Fixes
- - Optimize loading time when loading long bridge savefiles (about 90% faster)
- Optimize performance when bridge gets long (about 2x faster at 3000m than before)
- - Optimize constructing new buildings
- - Fix missing import/export/folder buttons
- - Fix reset research popup displaying wrong items refunded
Experimental Content:
- - Electricity tab unlocks at 60m
- - Add free electricity building card at 60m
Get Stormbridge
Stormbridge
Build a self-sufficient bridge settlement while outrunning an impending storm.
Status | In development |
Author | YYZ |
Genre | Strategy, Card Game |
Tags | City Builder, Colorful, Indie, Management, resource |
More posts
- v0.43 - Plantations4 hours ago
- v0.42 - Forest island1 day ago
- v0.41 - Infinite small islands2 days ago
- v0.40 - Traits3 days ago
- Tundra biome reveal!4 days ago
- v0.39 - Mini shields!5 days ago
- v0.38 - New researches!6 days ago
- v0.37 - Character customization + Accessories!7 days ago
Comments
Log in with itch.io to leave a comment.
looks like you found a nice way to not overwhelme new players but I think also a quick tutorial would be nice. Show them how to make a resource building, food building and a card which you will get a settler in, than a defense building (all of these stuff won't take as much resources as they do in the real game so it will be quick) and in the moment the player builds the defense building, spawn a weak storm that even the small defense he made will destroy it.
I like the idea of spawning a weak storm to show what it does! That's pretty cool honestly, and solves the problem of people not knowing what the storm does and having to wait 6 minutes to find out. I am weighing between a separate tutorial versus the current in-game tutorial style that lets you continue organically.
Pros of a standalone tutorial like you suggested is the player doesn't feel the need to rush. They can take the time to explore without consequences!
The cons is that people prefer to jump into the main game and a tutorial that forces you to do certain actions just to go through motion and get to the real game can be off-putting. Hmm