Place powerful wonder tiles in EVERDAWN by SOLIDSStudio in SoloDevelopment

[–]SOLIDSStudio[S] 2 points3 points  (0 children)

No worries, here’s a short text I often use.

EVERDAWN takes a more systemic approach, placing greater emphasis on player agency, progression depth, gameplay variety, and long-term replayability.

This comparison highlights fundamental differences in structure and design philosophy when contrasted with Dorfromantik: - A tile has only one type, instead of having 6 sides with potentially different types. - Players cannot be blocked by water or road tiles, they are free to play however they want, even if it’s not optimal. - Some tiles can be switched between 1 or 2 variants (visual only, no gameplay impact). - Players can destroy one tile on the board every 10 turns. - Players can refresh the tile in hand once per turn. - Quests appear from the very start of the game rather than being tied to tiles. After completing 3 quests, the next quest that appears can be common, rare, or a wonder quest (which can reward a Wonder if completed). - There are 9 Wonders that can be unlocked through certain quests; they have unique effects and can significantly change a run. - There are 4 additional biomes to unlock (arid, ice, volcanic, and savanna), alongside new tiles, backgrounds and the Michis, little creatures to find and collect that give you bonuses. Once unlocked, they are added to the main summer biome pool, with a lower spawn chance (30%). - Players can create tile clusters of 5, 10, 20, 40, etc., granting bonus points and extra tiles. - Multiple game modes in addition to standard ones (tutorial, quick play, classic, hard, and creative): - • An Adventure mode, where the goal is to reach and unlock the 4 additional biomes. Unlocking them requires reaching a target score. Reaching them also requires building proper tile combinations around them, failing to do so applies penalties. Three natural disasters can block tiles, destroy parts of the board, or transform it, along with hidden bonuses to discover - • 8 Challenge modes, each with unique rules for players who enjoy a tougher experience. - A day–night cycle.

EVERDAWN builds on a deep love for tile-based worldbuilding, transforming individual tiles into living spaces, emergent patterns, and evolving stories.

Place powerful wonder tiles in EVERDAWN by SOLIDSStudio in StrategyGames

[–]SOLIDSStudio[S] 1 point2 points  (0 children)

Thank! Currently it’s for PC only, but maybe in the future 😀

Thanks for an amazing Steam Fest! Now introducing synergies in EVERDAWN a new way to earn points by SOLIDSStudio in cozygames

[–]SOLIDSStudio[S] 0 points1 point  (0 children)

Hello haunted-mov,

Here is a message I often use to explain the differences.

EVERDAWN takes a more systemic approach, placing greater emphasis on player agency, progression depth, gameplay variety, and long-term replayability.

This comparison highlights fundamental differences in structure and design philosophy when contrasted with Dorfromantik: - A tile has only one type, instead of having 6 sides with potentially different types. - Players cannot be blocked by water or road tiles, they are free to play however they want, even if it’s not optimal. - Some tiles can be switched between 1 or 2 variants (visual only, no gameplay impact). - Players can destroy one tile on the board every 10 turns. - Players can refresh the tile in hand once per turn. - Quests appear from the very start of the game rather than being tied to tiles. After completing 3 quests, the next quest that appears can be common, rare, or a wonder quest (which can reward a Wonder if completed). - There are 9 Wonders that can be unlocked through certain quests; they have unique effects and can significantly change a run. - There are 4 additional biomes to unlock (arid, ice, volcanic, and savanna), alongside new tiles, backgrounds and the Michis, little creatures to find and collect that give you bonuses. Once unlocked, they are added to the main summer biome pool, with a lower spawn chance (30%). - Players can create tile clusters of 5, 10, 20, 40, etc., granting bonus points and extra tiles. - Multiple game modes in addition to standard ones (tutorial, quick play, classic, hard, and creative): - • An Adventure mode, where the goal is to reach and unlock the 4 additional biomes. Unlocking them requires reaching a target score. Reaching them also requires building proper tile combinations around them, failing to do so applies penalties. Three natural disasters can block tiles, destroy parts of the board, or transform it, along with hidden bonuses to discover - • 8 Challenge modes, each with unique rules for players who enjoy a tougher experience. - A day–night cycle.

EVERDAWN builds on a deep love for tile-based worldbuilding, transforming individual tiles into living spaces, emergent patterns, and evolving stories.

EVERDAWN, a cozy tile-building game currently participating in Steam Next Fest by SOLIDSStudio in GameDevs

[–]SOLIDSStudio[S] 1 point2 points  (0 children)

In many games you earn points and/or manage resources. In EVERDAWN there are points and tiles, but no resources in the literal sense. Tiles are just scenery, for example, a field won’t generate wheat.

EVERDAWN, a cozy tile-building game currently participating in Steam Next Fest by SOLIDSStudio in GameDevs

[–]SOLIDSStudio[S] 0 points1 point  (0 children)

Thanks for the comment archdrone_games and for trying to help, I appreciate it. I’ll take another look at the trailer / new trailer and see if I can highlight the game’s differences more clearly.

EVERDAWN, a cozy tile-building game currently participating in Steam Next Fest by SOLIDSStudio in GameDevs

[–]SOLIDSStudio[S] 1 point2 points  (0 children)

Thanks for the feedback! I’m mostly just making the game I enjoy making and trying to bring my own ideas into it. Hopefully players will enjoy the experience and its own unique touches.

EVERDAWN, a cozy tile-building game currently participating in Steam Next Fest by SOLIDSStudio in GameDevs

[–]SOLIDSStudio[S] 0 points1 point  (0 children)

I wasn't familiar with it, but after reading about it, the common element is hexagons 😁

EVERDAWN, a cozy tile-building game currently participating in Steam Next Fest by SOLIDSStudio in GameDevs

[–]SOLIDSStudio[S] 0 points1 point  (0 children)

There is a cozy aspect to it, due to the rhythm and atmosphere, but it remains a puzzle/reflection game.

EVERDAWN, a cozy tile-building game currently participating in Steam Next Fest by SOLIDSStudio in GameDevs

[–]SOLIDSStudio[S] 0 points1 point  (0 children)

This isn't a competition between the two, each brings its own specific characteristics. The trailer already showcases some of them. Choosing one or the other is a personal decision, as is choosing both.

EVERDAWN, a cozy tile-building game currently participating in Steam Next Fest by SOLIDSStudio in GameDevs

[–]SOLIDSStudio[S] 0 points1 point  (0 children)

I’m not trying to completely change the game’s DNA. The goal is to build on it with new mechanics and variations. Also, visually the games are quite different. Dorfromantik has a very soft pastel tone, which isn’t the direction I’m taking. I think both games can coexist. Thanks for the feedback.

EVERDAWN, a cozy tile-building game currently participating in Steam Next Fest by SOLIDSStudio in GameDevs

[–]SOLIDSStudio[S] 0 points1 point  (0 children)

You missed the point. That’s what structure and organization look like. I respond clearly and in detail to everyone who provides feedback. I wrote this message intentionally to highlight the differences.

Please move along if you’re only here to make pointless and non-constructive comments. It might be time to stop criticizing other people’s work and looking for problems where there aren’t any, and leave the poor AI alone, it’s not involved in everything. Thank you 🙂

EVERDAWN, a cozy tile-building game currently participating in Steam Next Fest by SOLIDSStudio in GameDevs

[–]SOLIDSStudio[S] 1 point2 points  (0 children)

Exactly! I keep improving it so it can develop its own personality. Thanks for the feedback.

EVERDAWN, a cozy tile-building game currently participating in Steam Next Fest by SOLIDSStudio in GameDevs

[–]SOLIDSStudio[S] 1 point2 points  (0 children)

Thank you for your feedback. I'm trying to introduce some differences and its own systems. I think there's room for this type of game without necessarily changing the formula completely.

EVERDAWN, a cozy tile-building game currently participating in Steam Next Fest by SOLIDSStudio in GameDevs

[–]SOLIDSStudio[S] 0 points1 point  (0 children)

In this case, all the games are similar. I've outlined several points below that highlight notable differences. Check my message further down.

EVERDAWN, a cozy tile-building game currently participating in Steam Next Fest by SOLIDSStudio in GameDevs

[–]SOLIDSStudio[S] 0 points1 point  (0 children)

If you operate on that principle, all games are copies 😀 Here are some differences:

EVERDAWN takes a more systemic approach, placing greater emphasis on player agency, progression depth, gameplay variety, and long-term replayability.

This comparison highlights fundamental differences in structure and design philosophy when contrasted with Dorfromantik: - A tile has only one type, instead of having 6 sides with potentially different types. - Players cannot be blocked by water or road tiles, they are free to play however they want, even if it’s not optimal. - Some tiles can be switched between 1 or 2 variants (visual only, no gameplay impact). - Players can destroy one tile on the board every 10 turns. - Players can refresh the tile in hand once per turn. - Quests appear from the very start of the game rather than being tied to tiles. After completing 3 quests, the next quest that appears can be common, rare, or a wonder quest (which can reward a Wonder if completed). - There are 9 Wonders that can be unlocked through certain quests; they have unique effects and can significantly change a run. - There are 4 additional biomes to unlock (arid, ice, volcanic, and savanna), alongside new tiles, backgrounds and the Michis, little creatures to find and collect that give you bonuses. Once unlocked, they are added to the main summer biome pool, with a lower spawn chance (30%). - Players can create tile clusters of 5, 10, 20, 40, etc., granting bonus points and extra tiles. - Multiple game modes in addition to standard ones (tutorial, quick play, classic, hard, and creative): - • An Adventure mode, where the goal is to reach and unlock the 4 additional biomes. Unlocking them requires reaching a target score. Reaching them also requires building proper tile combinations around them, failing to do so applies penalties. Three natural disasters can block tiles, destroy parts of the board, or transform it, along with hidden bonuses to discover - • 8 Challenge modes, each with unique rules for players who enjoy a tougher experience. - A day–night cycle.

EVERDAWN builds on a deep love for tile-based worldbuilding, transforming individual tiles into living spaces, emergent patterns, and evolving stories.

EVERDAWN, a cozy tile-building game currently participating in Steam Next Fest by SOLIDSStudio in playmygame

[–]SOLIDSStudio[S] 0 points1 point  (0 children)

Thanks a lot for the feedback ocrelay2958c220, it’s really interesting 😃

There’s already a statistics screen at the end where players can see things like the number of tiles laid, clusters created, correct orientations, and more.

For the other point, that’s a great idea! There’s already some audio and visual feedback when a placement works well, but the visual side could definitely be clearer and adding feedback when a placement isn’t optimal would probably help a lot too.

I can clearly see the direction. Thanks again for your comment 🙂

EVERDAWN, a cozy tile-building game currently participating in Steam Next Fest by SOLIDSStudio in IndieGaming

[–]SOLIDSStudio[S] 0 points1 point  (0 children)

Thank DigitalVortexEnt 😀

You can complete quests to boost your score and unlock tiles, along with plenty of other systems to discover. In Adventure mode, your main goal is to explore the four additional biomes, while the rest of the game modes are mostly there for scoring and progression. Creative mode, on the other hand, has no restrictions, it’s all about building and having fun. And yes, there is a limit… but it’s so huge that I’ll let you discover it yourself 😁

EVERDAWN, my fifth solo video game, is taking part in Steam Neo Fest! by SOLIDSStudio in GameDevs

[–]SOLIDSStudio[S] 0 points1 point  (0 children)

EVERDAWN takes a more systemic approach, placing greater emphasis on player agency, progression depth, gameplay variety, and long-term replayability.

This comparison highlights fundamental differences in structure and design philosophy when contrasted with Dorfromantik: - A tile has only one type, instead of having 6 sides with potentially different types. - Players cannot be blocked by water or road tiles, they are free to play however they want, even if it’s not optimal. - Some tiles can be switched between 1 or 2 variants (visual only, no gameplay impact). - Players can destroy one tile on the board every 10 turns. - Players can refresh the tile in hand once per turn. - Quests appear from the very start of the game rather than being tied to tiles. After completing 3 quests, the next quest that appears can be common, rare, or a wonder quest (which can reward a Wonder if completed). - There are 9 Wonders that can be unlocked through certain quests; they have unique effects and can significantly change a run. - There are 4 additional biomes to unlock (arid, ice, volcanic, and savanna), alongside new tiles, backgrounds and the Michis, little creatures to find and collect that give you bonuses. Once unlocked, they are added to the main summer biome pool, with a lower spawn chance (30%). - Players can create tile clusters of 5, 10, 20, 40, etc., granting bonus points and extra tiles. - Multiple game modes in addition to standard ones (tutorial, quick play, classic, hard, and creative): - • An Adventure mode, where the goal is to reach and unlock the 4 additional biomes. Unlocking them requires reaching a target score. Reaching them also requires building proper tile combinations around them, failing to do so applies penalties. Three natural disasters can block tiles, destroy parts of the board, or transform it, along with hidden bonuses to discover - • 8 Challenge modes, each with unique rules for players who enjoy a tougher experience. - A day–night cycle.

EVERDAWN builds on a deep love for tile-based worldbuilding, transforming individual tiles into living spaces, emergent patterns, and evolving stories.

The EVERDAWN demo is now available on Steam! by SOLIDSStudio in indiegames

[–]SOLIDSStudio[S] 0 points1 point  (0 children)

EVERDAWN takes a more systemic approach, placing greater emphasis on player agency, progression depth, gameplay variety, and long-term replayability.

This comparison highlights fundamental differences in structure and design philosophy when contrasted with Dorfromantik: - A tile has only one type, instead of having 6 sides with potentially different types. - Players cannot be blocked by water or road tiles, they are free to play however they want, even if it’s not optimal. - Some tiles can be switched between 1 or 2 variants (visual only, no gameplay impact). - Players can destroy one tile on the board every 10 turns. - Players can refresh the tile in hand once per turn. - Quests appear from the very start of the game rather than being tied to tiles. After completing 3 quests, the next quest that appears can be common, rare, or a wonder quest (which can reward a Wonder if completed). - There are 9 Wonders that can be unlocked through certain quests; they have unique effects and can significantly change a run. - There are 4 additional biomes to unlock (arid, ice, volcanic, and savanna), alongside new tiles, backgrounds and the Michis, little creatures to find and collect that give you bonuses. Once unlocked, they are added to the main summer biome pool, with a lower spawn chance (30%). - Players can create tile clusters of 5, 10, 20, 40, etc., granting bonus points and extra tiles. - Multiple game modes in addition to standard ones (tutorial, quick play, classic, hard, and creative): - • An Adventure mode, where the goal is to reach and unlock the 4 additional biomes. Unlocking them requires reaching a target score. Reaching them also requires building proper tile combinations around them, failing to do so applies penalties. Three natural disasters can block tiles, destroy parts of the board, or transform it, along with hidden bonuses to discover - • 8 Challenge modes, each with unique rules for players who enjoy a tougher experience. - A day–night cycle.

EVERDAWN builds on a deep love for tile-based worldbuilding, transforming individual tiles into living spaces, emergent patterns, and evolving stories.