I am labeling this game as a puzzle rather than a construction/management game since it feels more like the former. The player has to think up solutions to achieve the outcome he/she desires and deal with continuously appearing challenges. On the other hand, the game field changes too often for any construction to be truly permanent. I cannot really consider this a construction game if anything I build can be destroyed in the next two minutes.
Tinysasters 2 is the polished version of the original Tinysasters, which was created from scratch within 48 hours for Ludum Dare 23 based on the theme 'Tiny World'. Tinysasters is a contraction of 'Tiny' and 'Disasters'.
The calm before the disaster. |
At the start of the game, the player builds buildings to generate resources. Resources are used to build more buildings. Resources are also used to buy skills that help predict and manage disasters. In addition, there are passive skills that help resource production and active skills that modify terrain.
A few of the available skills. |
The game modes available. |
Start of the time attack mode. |
Disasters will keep changing the landscape. Resource production has to be maintained. Buildings sometimes have to be sacrificed in order to meet the requirements of upgrading a nexus (or sometimes forced to be sacrificed because of a disaster). Time attack mode requires the player to adapt to new situations while deciding on the best way to proceed with the available resources.
Pressure would be unbearable if it were not for the pause button. Thankfully, during the pause, it is possible to give orders though no resources are generated and active skills will not cool down. The end of the allotted time brings relief and, if a good score is achieved, satisfaction.
A time attack in progress. |
Tinysasters 2 is a worthy development from the original Tinysasters.
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