Hey Fort, remember me and this game? I have worked on it hard, and my steam page is now online! Maybe you want to try it again some time. https://store.steampowered.com/app/4165740/Vena/
Leonhard Kohl-Lörting
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Yesterday I released a big update for my indie game "World of Vena" improving the overall experience and game loop. I would love to collect feedback to improve it further.
World of Vena is a round-based, hex-tile strategy game set on a strange, alien world. Build, expand, and survive by placing tiles wisely to shape the flow of resources through mysterious veins that spread across the land.
Every phase (game round), the consumption of the central tile, the Nexus, grows more. Draw tiles from your deck and expand the world in a way to generate as many resources as possible, and don't let any fall below zero. With the order of tiles randomized, no two games are ever the same. Plan strategically, adapt quickly, and watch your creation either flourish or collapse.
With a bleached red-and-green palette, blending gore, nature, and postmodern structures, World of Vena feels alive, alien, and unpredictable. Every choice matters, every vein you build shapes your world’s fate.

Wow, you got pretty far. I haven't had many rounds that went this far, so I don't know how (im-)balanced the game gets as you go further. Well played! The visual bug with the ribbits (and factory) is one that existed since the start of the project and has something to do with Godots TileMapLayer. I don't know how to fix it, because almost nobody uses such a tile system. It doesn't affect the gameplay anyway. I will try to add something that makes the 3rd resource production easier in the later rounds. (They have no official name on purpose!). Currently I am also experimenting with the a shuffle mechanic. Instead of the shuffle button, you right click a tile to put it at the end of the deck, for the cost of 1 6th resource. In this way, the hotbar feels and works more like an "inventory" for the player. Generally I am trying to improve the user experience, as it seems like some things keep players from playing. The game doesn't get much attention. I'm glad I have at least one "pro" at my game, haha. As you know the game quite well now, if you have any cool ideas, let me know and I might implement them.
I have thought about this for a bit longer. How can I keep the game function time-based (as it is a simulation game) while not stressing the player and forcing decisions? I found a hybrid solution for this. When you place a tile, the timer is paused. In this way, the strategic playing remains, as the player can take time on the decisions, while also the challenge of combining tiles cleverly persists. I have already gametested this a bit and I think it improves the game experience. There are also a few other advantages: This doesn't complicate the game further, as it is complicted enough. I don't have to change much of the code.
I thought about this for a bit. How can I make my game be based on decision-based difficulty instead of stress-based difficulty? So one way would be to make the game turn-based. You get X tiles to place before the round goal has to be reached. The problem with this is that the game itself is time-based, as resources are produced over time. One idea would be to stop the time at some limit. This limit increases by a few seconds for each tile placed. This way, the game function can remain time-based, while there is no stress factor anymore, and a challenge still remains. I still have to develop this idea further, if you have any thoughts on this let me know.
First of all, thank you very much for taking the time playing, analyzing and reviewing my game. Your feedback is incredibly useful. I watched your video and wrote an A4 paper on what to improve.
One thing I have to think about a little bit. When there is no timer, there is no way to lose the game anymore. I'm thinking about if this is a bad thing, because the game loses its "challenge" aspect through this.
It seems to me you have a lot of knowledge about game design, do you work something in this direction? I hope if you come back in a few weeks I have changed the way the game works to make it feel more fun.
On no, I'm sorry for that. Are you able to see the main menu, or does it crash instantly? I think when you press F12, you should be able to see the crash log itself, which can be useful. I hope I can get this fixed. I tried it on three different browsers and 2 different OSes but it works on all of them for me. :/
Edit: So it seems like it is a browser problem. Some browsers limit the amount of memory they give to WebAssembly, which the game runs on, and then various issues occur. Try using a different browser or change some setting.
Basically I worked the most in the initial phase, about 9-10 hours every day to get a prototype running. A bit crazy, I know. I had the idea for longer and the theme fit perfectly. I also have a lot of experience working with music, art and programming which makes me work quite fast. I worked a lot with cellular automata and fluid dynamics at university, so I had that implemented quickly. Most time went into the art and programming. I also reused some general stuff like screen transition and animation code to save time. Mostly those optimizations and general good planning and organization got me that far. Get yourself an analog notebook and a pen, don't do it digitally!




