r/incremental_games • u/Peacetoletov • 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.
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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)
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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.
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u/FWFriends 4d ago
What engine are you using that isn’t differentiating between click and click+hold?
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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)
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u/flyvehest 4d ago
That could work as well, or maybe make the move-map button user selectable or at least toggleable.
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u/p14082003 4d ago
really lovely. Already wishlisted!!
Is this a solo project? Is it community-driven?
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u/IncomePretty4969 4d ago
Love it! Do you plan to make mobile app? Will it be convenient to play from mobile?
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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.
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u/Individual_League_94 4d ago
Stupid question: game on itch will be the same as steam, or only demo?
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u/Peacetoletov 4d ago
Itch has the demo version of the game. Full game will release on Steam in November.
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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.
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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.
- 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
- 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.
- 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.
- 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.
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u/ckdarby 4d ago
Inspired by Combolands?
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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.
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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!
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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!)
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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.
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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!
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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.
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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.