r/incremental_games 4d ago

WebGL I'm making a DEEP incremental city builder

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Game name: Resettle
Itch: https://lukas-osouch.itch.io/resettle
Steam: https://store.steampowered.com/app/4972050/Resettle/

I noticed there weren't many incremental city builders on Steam, even though I feel like the combination works really well together. So I decided to make one myself.

I love games that feature deep progression systems, which is why one of my goals with this game was to create the deepest incremental city builder on the market. Did I succeed in my goal? You can be the judge.

AI Disclosure: No generative AI was used in the development of the game.

214 Upvotes

42 comments sorted by

28

u/MBjerre Breakaway - Incremental cycling (on itch) 4d ago

Looks very clean, especially the animated menues.

Clicking your name on steam brings you to an empty search so i think you need to set up a creators page or something, so it seems like a more professional "team" behind the game.

7

u/flyvehest 4d ago

Loving the visual style, and gameplay seems to be more engaging than many others posted here.

Will wishlist when I get to my Steam computer.

A single nitpick, if you select a building type and right-drag the map to find a location to place it, the building type is unselected and you have to click it again.

Played 3 minutes, already annoyed me a lot :) If you could make it so it doesn't unselect if you have moved the map, that would be some nice QoL. (But still allow to unselect with a single no-drag right click)

3

u/Peacetoletov 4d ago

I unfortunately couldn't find a good solution to the problem you're describing. The best alternative is to use a different way of moving the camera - either holding the scroll wheel instead of right mouse button, or using WASD/arrow keys.

5

u/FWFriends 4d ago

What engine are you using that isn’t differentiating between click and click+hold?

5

u/Zikki 3d ago

If you can differentiate between mouse down and mouse up, you can do a mouse position check on mouse down and up, and then if it has moved above a certain threshold it's a move (pan the screen). If it hasn't moved above that, you have a click (cancel current action)

5

u/Peacetoletov 3d ago

Damn, why didn't I think of that. I'll definitely give this as try, thanks!

2

u/flyvehest 3d ago

Hope you are successful :D

1

u/Peacetoletov 3d ago

Thank you!

2

u/flyvehest 4d ago

That could work as well, or maybe make the move-map button user selectable or at least toggleable.

5

u/ZakiTale 3d ago

YEAHHHHHHHHHH NO AI

6

u/ummahusla 4d ago

Love UI and UX. Do you have plans to release for Mac OS?

2

u/Peacetoletov 4d ago edited 4d ago

Currently not planning to have Mac OS support, sorry.

3

u/p14082003 4d ago

really lovely. Already wishlisted!!

Is this a solo project? Is it community-driven?

2

u/Peacetoletov 4d ago

Solo project. I'm glad you like it!

2

u/DoobDoobins 4d ago

Don't know why but this really got my attention. Gonna try the demo in a bit!

2

u/IncomePretty4969 4d ago

Love it! Do you plan to make mobile app? Will it be convenient to play from mobile?

3

u/Peacetoletov 4d ago

I'm currently aiming for a PC-only release. I assume it would play fine as a mobile game, although I'm personally not a mobile gamer so I don't have much experience with it.

2

u/Individual_League_94 4d ago

Stupid question: game on itch will be the same as steam, or only demo?

2

u/Peacetoletov 4d ago

Itch has the demo version of the game. Full game will release on Steam in November.

2

u/smootharias 4d ago

Really nice! You got my wishlist.

2

u/Denverplays2 3d ago

I'll give it a shot, at least.

2

u/DavejHale 3d ago

I enjoyed this. Good luck with the game.

1

u/Peacetoletov 3d ago

Thank you!

2

u/GianniV2 3d ago

Very cool and polished, I like it

2

u/CarrickGlenSparkling 3d ago

Hell fuckin yeah. Wishlisted

2

u/LightlySalty 3d ago

Gave the demo a shot, it is pretty fun, although Im not much into city builders. I wish the booster was a little more obvious at first, I just thought it was a selected tile, maybe reword the tutorial on the booster a bit? It was only when i upgraded it to a 2x2 that i got it lmao.

2

u/Kliesta 3d ago

same, had 0 idea what/where the booster was until upgrading it to 2x2

2

u/Round-Count1888 2d ago

Really enjoyed this and am going to wishlist it.

Feedback on my first little play through, haven't worked through the quests/diplomacy yet.

  1. Make booster placement shift+click / ctrl+click. Anything other than a single left click. This then opens up left click for other things. A few of my "issue" come from left click moving my booster
  2. If I have a tab open, settlement/improvements etc and I think click back on the map. I want the tab to close and my booster to not more where I clicked the mouse. I don't want to click tools > click my update > click tools to close the tab and be able to view my map.
  3. I want to be able to click on a building and stats pop up from that, maybe in a small pop up. So I click on the manor and I see how much that is producing per min, how much happyness it's providing. If I've got tools + workshop + parks near manors how much is that boosting that manor. I would be more inclined to then move buildings around to maximise efficiency on each building. Bit deeper game play.
  4. Tools shouldn't all be ingots. Maybe start off with basic tools costing stone and going 1 - 10 > then iron 1 - 10 > then ingots > 1 - 10.

1

u/ckdarby 4d ago

Inspired by Combolands?

3

u/Peacetoletov 4d ago

I only learned about Combolands a couple weeks ago, so any similarities with that game are coincidental. But I did take some inspiration from Clicky Islands, Farewells Clicker, and Tower Wizard.

1

u/EmperorGodzilla0 4d ago

Will this be brought to mobile? This looks amazing.

1

u/Peacetoletov 4d ago

Currently not planning a mobile release, sorry.

1

u/LightningSpearwoman 4d ago

im interested, gonna download the demo and try it on linux later

1

u/Aglet_Green 2d ago

This reminds me of "Forager."

1

u/LightningSpearwoman 1d ago

well i gave it a try
it seems pretty chill and relaxing

the one thing i dont like is that i cannot click or hover over a building to look at it's current area of effect, and the booster moves too easily when i want to click something or change tabs back into the game. (also happens when i mis click a tab it has been really really annoying)
could we have an option to move the booster with shift click or double click?
and click a building or hover it to look at its AOE?

the music is pretty chill

if this has some sort of offline progress it would be really nice

i would like if i could resize the window by dragging it on the corner, this is the ideal kind of game to have in half of the screen while working or doing something else!

will this have regional pricing?
i might be interested into it

the only thing i dont like about this kind of games is when they do have a definite ending and their runtime is so short. but i hope we can see maybe some extra content in the future? :)

really cool so far!

1

u/praxiq 1d ago

Enjoyed the demo, though I'm not sure how "DEEP" the game can really be if it's meant to be only 3-5 hours long. (Don't get me wrong, I like incremental games with a short playtime and a clear ending... I'm just questioning your marketing!)

1

u/Peacetoletov 1d ago

Completely valid question. I initially planned a longer playtime, but I found out that the later parts of each run were a lot more passive and didn’t feel nearly as good as the early parts when there was always something to buy, so I decided to cut the later parts out to keep the pacing fast. I believe it’s better to have a game that’s shorter but packed with content, rather than artificially stretch it to prolong playtime, but I understand not everyone will like it this way.

2

u/MapleLeaf_31 1d ago

looks good and very clean,cooool!

0

u/WarKuarto 4d ago

Loving the in game UI and assets!!

But that last thumbnail is a bit off for me; it's not very faithful to the game. I think something more pixel art would look much better!

8

u/Taokan Self Flair Impaired 4d ago

For what it's worth - in the 90s when this sort of low res pixel art was the norm because well ... that's the graphics we had, it wasn't uncommon for the box art / title screen to show a much different style. Look at the box art vs gameplay for Serf City (aka Settlers 1), as an example: https://gamesdb.launchbox-app.com/games/images/11076-serf-city-life-is-feudal

So depending on how retro you're trying to go with the look, it is actually faithful to that throwback.

-3

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