@Swiddow That's what it says it does, in reality it will copy about anything, grain fields, rocks, trees, even ocean debris, which is kind of fun to drag around the map
As somebody who plays a lot of card games, technically drawing cards does become "more expensive" over time the thicker your deck gets. Obviously not literally, but your starter cards like piers and wooden houses become less valuable over time. The, "I really need to draw this castle. I feel like I'm blue-ballsing you guys," statement you made towards the end is the perfect example. There also is a maximum hand size I'm assuming, so you're forced to put down worse cards in order to open up your hand to play your better cards. Basically the cost is that the more cards in your deck that you have, the more expensive it becomes before you draw your good cards that you actually want.
I've been playing this game for some months(the itch demo) this is the first game I've played before you, im excited to see how your going to play it compared to how I did. You played it better then me, when i had a lot of money i didn't draw more cards so i always had one card, i will say the best way to use late game piers is to make a lake and then you can place 4 piers in one lake, also try to never space out houses because it wastes them and makes it harder to level them up. Otherwise your good i think you did well it took me around ten tries to beat the game. I do think the game needs a tutorial tho.
Piers should be scored the biggest rectangles (LxW) and then add each single wide branching adjacent. That way, they snake around the rocks and reeds, and if your lucky you can get a wide platform. Also, it would be cool if the deck represents seasonal changes. Planting with a full deck gives you a buff, and your harvesting would cost you money if it doesn't reach a minimum.
At the risk of sounding negative I'm gonna say something. I enjoy Olexa discovering all theses games for us, but I would be lying if when watching his videos it wasn't frequent to wanted to scream "oh my ! how could you have missed that information?! how could you nto have put 2 and together? just like you've never played this game and i already spot your msitakes!" And then came Tiny kingdom. That game actually punish what would be some efficient play (putting a lumberyard around 4 trees for exemple ) because if you do that you might drown in a bloated deck where you might draw too many of a specific card and not thoses you need. So paradoxically Olexa poor decision made him cruise on his very first attempt (except that stonk bakery play)
Also with you not uploading as often (I know its only been like 3 days) ive been watching the Revita series form 3 years ago, I have two thing to say W game and peak content. I also figured out why i like series, it because you talk about the game and the comments more then when you do an olexa look, it feels more interactive
@@OlexaYT yeah, it's hard do more series if the game aren't good, but I feel like 2025 could make some great games. You probably know some good ones coming.
Eventually. It unfortunately reached a point where the code was difficult and spending all day coding in my job then getting off work and coding some more for UA-cam was just too tiring for me
I remember a game quite similar looking but it was about making money, we always started with wheat n cows i think Anyone got the name in pretty sure olexa has played it a bit
without challenge things can get boring. its imperative for the player to have some challenge so they feel like they are making progress and being rewarded for their efforts. it doesn't however have to be threat however; i agree with your sentiment there. for instance in this game challenge could be implemented by requiring more precise or considered placement
Finally the comment I came to see. Like, there's a Fish Shop, but it doesn't benefit from having Piers? Also, the fact that Piers are bad, when economically they should be one of the most important building types in the town. I get that it's a game, but if you're going to make it thematic instead of abstract, the thematic elements need to fit the logic of the theme. (I do like the way the Mill works, and the Lumberyards and Quarries make sense, eventually destroying their resources.)
Not placing that last Stone House was just evil.
Fr. Like he sees it right... right? Nope
FWIW; 9 Stone Houses gives you a "Market" card - Copy adjacent buildings to the deck.
@Swiddow That's what it says it does, in reality it will copy about anything, grain fields, rocks, trees, even ocean debris, which is kind of fun to drag around the map
"The rocks hold negative value" >looks at his impending unlock of *stone* houses worriedly
Actively gave me a hernia
As somebody who plays a lot of card games, technically drawing cards does become "more expensive" over time the thicker your deck gets. Obviously not literally, but your starter cards like piers and wooden houses become less valuable over time. The, "I really need to draw this castle. I feel like I'm blue-ballsing you guys," statement you made towards the end is the perfect example. There also is a maximum hand size I'm assuming, so you're forced to put down worse cards in order to open up your hand to play your better cards.
Basically the cost is that the more cards in your deck that you have, the more expensive it becomes before you draw your good cards that you actually want.
Did he just blue ball us with that last stone house?
I love the running out of space for docks, and just removes random rocks that clearly will be needed for quary eventually haha
I've been playing this game for some months(the itch demo) this is the first game I've played before you, im excited to see how your going to play it compared to how I did.
You played it better then me, when i had a lot of money i didn't draw more cards so i always had one card, i will say the best way to use late game piers is to make a lake and then you can place 4 piers in one lake, also try to never space out houses because it wastes them and makes it harder to level them up. Otherwise your good i think you did well it took me around ten tries to beat the game. I do think the game needs a tutorial tho.
same
what do you get from placing the last stone house? I must know!
@@raider363 I honestly can't remember, it might have been quarrys
You are my comfort youtuber
Yeah I'm going see about playing this one. Thanks for showing it off, Olenky!!
I was just playing this game,, very nice to see you stumble your way through this lol
Constantly complains about not having trees.
Removes trees as soon as possible.
I don't make the rules, he does
Very reminiscent of Dorf Romantik. Very chill!
Piers should be scored the biggest rectangles (LxW) and then add each single wide branching adjacent.
That way, they snake around the rocks and reeds, and if your lucky you can get a wide platform.
Also, it would be cool if the deck represents seasonal changes. Planting with a full deck gives you a buff, and your harvesting would cost you money if it doesn't reach a minimum.
Playing all the piers and making your deck gigantic makes me nervous as a card game roguelike player.
At the risk of sounding negative I'm gonna say something.
I enjoy Olexa discovering all theses games for us, but I would be lying if when watching his videos it wasn't frequent to wanted to scream "oh my ! how could you have missed that information?! how could you nto have put 2 and together? just like you've never played this game and i already spot your msitakes!"
And then came Tiny kingdom.
That game actually punish what would be some efficient play (putting a lumberyard around 4 trees for exemple ) because if you do that you might drown in a bloated deck where you might draw too many of a specific card and not thoses you need.
So paradoxically Olexa poor decision made him cruise on his very first attempt (except that stonk bakery play)
Love ya, best UA-camr, always safes my day.😊
Also with you not uploading as often (I know its only been like 3 days) ive been watching the Revita series form 3 years ago, I have two thing to say W game and peak content. I also figured out why i like series, it because you talk about the game and the comments more then when you do an olexa look, it feels more interactive
Revita is a banger series and game. And yeah I’d love to slip into doing more series in 2025 again… we’ll see
@@OlexaYT yeah, it's hard do more series if the game aren't good, but I feel like 2025 could make some great games. You probably know some good ones coming.
you can use that discard card to get rid of some of the piers in your hand.
Omg it looks sooooo beautiiiiiifulll😍
Please play this game when it comes out
Love this game already
This game feels really inspired by Islanders.
The dude sounds like a refined Chris Griffin😂😂
You stole my life.. I saw u playing. paused not to spoil myself and poof.. 3 hours later I don't know whatr happened.. I couldn't stop playing
Cool game, i wonder how the pier helps
Getting more islands gives you more space but otherwise they’re meant to be a negative
you should try adventure mode in dwarf fortress
Has serious Dorfromantik vibes to it. I dig it.
Will you ever play „The Harvester was replaced“ again? I just watched the whole playlist today but you never finished the game
Eventually. It unfortunately reached a point where the code was difficult and spending all day coding in my job then getting off work and coding some more for UA-cam was just too tiring for me
Just one word: more
Unpopular take: most city builders are roguelike (civ 6, empire earth, etc)
I remember a game quite similar looking but it was about making money, we always started with wheat n cows i think
Anyone got the name in pretty sure olexa has played it a bit
Terra cards
@@OlexaYT Yessss thank you so much!
He turned this game into deforestation simulator
This game seems very similar to square valley
Didn't you play it some time ago? I have strong dejavu... or was it Orbital maybe?
I didn’t play this no
I just had dotage flashbacks
You are a stacklander arent you? TwT
Random ≠ roguelite.
No more ufo 50😢
It’s coming eventually. Just haven’t had the bandwidth recently
Stop suggesting to developers that they should increase difficulty in chill games. SMH. 🤦♂️
If their goal is a chill game then by all means don’t increase difficulty! But I didn’t get the vibe from the game that it’s meant to be “super easy”
without challenge things can get boring. its imperative for the player to have some challenge so they feel like they are making progress and being rewarded for their efforts. it doesn't however have to be threat however; i agree with your sentiment there. for instance in this game challenge could be implemented by requiring more precise or considered placement
my skip button is disappearing, is it just me?
getting this to the top, might be serious
a
a
A lot of this doesnt make sense. Not a fan.
Finally the comment I came to see. Like, there's a Fish Shop, but it doesn't benefit from having Piers? Also, the fact that Piers are bad, when economically they should be one of the most important building types in the town.
I get that it's a game, but if you're going to make it thematic instead of abstract, the thematic elements need to fit the logic of the theme.
(I do like the way the Mill works, and the Lumberyards and Quarries make sense, eventually destroying their resources.)
The game in this video is "Tiny Kingdom". "Tiny Kingdoms" also exists but is something else.