๐พ How To Destroy A City
[Notice] <How to Destroy a City> Impressions & Feedback Event Winner Announcement
Hello, this is Studio LEF, the developer of . We would like to express our sincere gratitude to all the users who have enjoyed during the Indie Boost Lab over the past two weeks. More users than we expected showed interest, took the time to play the game, and left incredibly thoughtful reviews. Every single review serves as an indispensable resource and a driving force for us to create a better game. Once again, we extend our deepest thanks to everyone who participated in this Indie Boost Lab. Improvements in the Official Release We have carefully reviewed all the feedback and reviews submitted by our users, and as a result, we have identified several common issues. The following updates will be implemented in the upcoming official release: A brief opening sequence explaining the game's setting and story will be added. A tutorial explaining the game's objectives, controls, and systems will be added. The particle system will be modified to
[Event] Event Participation
UI1. The default starting language was English, so I had to change it to Korean in the settings. My play environment is Windows 11 Pro Korean version, so please take note.2. The UI for each situation was inconvenient. For example, I wanted to change the UI left/right, but there was no left/right arrow indicator, or it seemed possible to switch with the arrow keys, but it could only be switched with the mouse. This might be because it's still a demo version.3. It would be nice if each upgrade item could be canceled by right-clicking. Even if done so, it doesn't seem to negatively affect the game's difficulty or fun.4. The extremely simple control method might be polarizing for different people. If I had to say, it feels like a control method suitable for mobile games, but given the nature of the incremental game genre, it's ambiguous whether this can be seen as 'intended simplicity.' If you intend to maintain simple gameplay on PC as well, it would be good to consider UX improvements with the possibility of playing while having it minimized in a corner of the Windows screen (like 'salary theft' for office workers?).Gameplay1. Both the city scenery and the play patterns felt very monotonous in the early stages. Since it's a demo version, I wondered if the city only appearing as white blocks was the reason for the monotony? However, it doesn't seem to be just a visual simplicity issue; the early part, before acquiring variable elements and threatening elements, feels somewhat sluggish. The resources required to obtain variable elements like gold buildings, explosive buildings, and earthquakes are too high. Furthermore, although threatening enemies (red helicopters) that actively attack do appear, they appear too late, so the gameplay feels quite long without tension in the early stages.2. The basic speed of the game feels a bit frustrating. If all speeds (whether it's the speed at which time decreases or the speed at which my character moves) were increased by about 3 times, it would be much more comfortable without significantly affecting the gameplay.3. The impact of the earthquake skill was very good. The 'thud, thud' sound, effects, and screen effects were very satisfying and gave a sense of exhilaration. However, if the resource limit required to obtain the earthquake skill were lowered, allowing it to be used from the early stages, it could reduce player drop-off.
[Event] Participating in the event.
[What was good]1. Simple gameplay-> The controls and game progression were simple and not difficult, so I liked that I could easily adapt to the game.2. The thrill of upgrading.-> When I chose the earthquake characteristic and the explosive building characteristic, the play experience was clearly different, which was good.[What was disappointing]1. Rapid consumption of content-> Since it's a demo version, I can't know the overall length of the game, but with the current version, I felt that all the characteristics could be chosen within an hour, so I wondered if the game ended too quickly.2. Slow play from the beginning until choosing the earthquake characteristic-> The sound effect when destroying buildings was 'ppong ppong', so it didn't feel like I was destroying them, and I kept rolling the ball until the game ended, so I wondered what kind of game this was. To improve this part, I thought about whether it would be good to include basic skills from the start.3. Boredom felt in repetitive play.Although there are small and large changes in the objects through characteristic upgrades, the background of the game itself has not changed much.I thought it would be good to add backgrounds that express various environments and places, not just cities with cars and buildings.[Bugs encountered during play]1. Intermittent absence of city noise as sound effects.-> As the name suggests, the sound effects of cars honking and sirens wailing were intermittently absent during gameplay.2. Inability to read the skill tooltip at the top of the characteristic window.-> This is also why the screenshot above was taken. Only zooming in and out with the mouse wheel was possible, and I couldn't move it up separately while holding down the mouse click.
[BugReport] I can't upgrade anymore [2]
[Bug] Upgrades are no longer possible.The first screenshot shows my upgrade count.The second is the upgrade screen in full screen.The third is the upgrade screen in windowed mode at 2560x1440.Looking at other people's screenshots, there's an upgrade path at the top,but the upgrade path at the top doesn't appear for me.Even if I drag and drop, it doesn't go up, and pressing the arrow keys doesn't move it up either.Test EnvironmentCPU: AMD 2600GPU : RTX 2060Monitor : LG 24-inch FHDOperating System: Edition Windows 11 ProVersion 25H2Installation date โ2024-โ11-โ23OS Build 26200.8246Experience Windows Feature Experience Pack 1000.26100.297.0Please let me upgrade.
[Event] Event Participation
I enjoyed it to a moderate extent. After filling all the upgrades, I checked the time and only about 20 minutes had passed. It wasn't a positive feeling.In the early stages of the game, there were no functional changes other than the explosion buildings and earthquakes.After the appearance of the hospital, the game time became longer than expected.The cost of a single upgrade is high, so only one upgrade is possible per game.The number of upgrades itself is small, so it was easy to calculate in advance how many games would be needed to complete all upgrades. To summarize these elements simply, there are only two functional changes, and only the numbers of money and time change. Since the remaining number of games can be predicted very easily, it felt like repeating the same known changes, leading to boredom.Because I felt a lot of boredom, I unfortunately didn't feel like I was having so much fun that I lost track of time.I played this game out of curiosity rather than for fun or simplicity. The structure where I directly control spheres to destroy buildings, kill citizens, earn money, and upgrade the city felt very ironic, so I played the game to satisfy my curiosity with questions like, "Why don't the elements align? What's the intention? Is there a hidden story?"For example, I wish there were features like screaming sounds or news reports.I heard that humans unconsciously tend to find and connect relationships. Screaming sounds and news reports are human-generated reactions, and if people's reactions changed in proportion to the upgrade level or the amount of city destruction, it might reduce repetitive boredom and unconsciously lead to connecting with the story, thereby satisfying curiosity. Personally, I was disappointed that there weren't more sounds.
[Event] 100% Upgrade & Review
If the delving elements are strengthened, it feels like a game that can offer a different flavor during incremental gameplay.However, in the current game composition, I personally felt that the upgrades and gameplay became repetitive after the helicopter appeared. Therefore, I believe an additional systemic pillar is needed to provide new variables each round and simultaneously enhance the gameplay. First, the most awkward part I felt while playing was when the character passed through buildings and overlapped, causing damage. And the most fun part was when the earthquake system was introduced, causing an explosion when jumping and landing, creating a chain reaction.Therefore, as a system that would best fit the current game composition to resolve this part and maximize fun is the implementation of a physics system based on the height of buildings in the city. If the height of buildings can be defined as obstacles or platforms, and collision and impact damage can be implemented path calculation, physical impact calculation, falling, and acceleration can all act as gameplay elements,enhancing the action or the reward based on the player's split-second decisions, it could become a more fun game.Upgrades derived from physical diversity can also become more varied,and it would be great because it would better suit the appearance of giant monsters climbing or crashing into tall buildings.
