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Noobisoft presents: “The Twisting Town”, a single player strategy game in which the player must make a small village survive and thrive by constructing buildings, collecting and producing resources and defending against external invaders. But there is a (literal) twist to it all. In normal games of this kind a building stays where it is placed. However, in “The Twisting Town”, everything is built on rings that can rotate around the town’s center.  The player will therefore have to develop strategies that don’t just consider resource management and worker task designation but also the shifting locations of all buildings.



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Noobisoft Development Diary  (Everything)


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16 Comments

  1. What is your favorite aspect of the proposed game? Why?

    I like the turn-based rotating mechanic that could also be combined with a clockwork because it could make it very intuitive to play.

    What is your least favorite aspect? Why?

    You told us that each building can be changed in some way by rotating another circle.

    Maybe that could become very frustrating for the player, especially if you only want to turn around some buildings but that turning also creates other changes that you did not want.

    I'm just saying that you have to be careful with that mechanic because it might "hinder" your players by having a lot of annoying side effects to the actions that they really wanted to do.

    Which single change or addition would you suggest to most improve the game?

    Replace the mechanic that each building changes by rotating another circle and make it independent of the circle rotation.

    Maybe you could just make each tile where a building can be rotateable as well?

  2. What is your favorite aspect of the proposed game? Why?

    The twisting rings as a core mechanic is a great way to make a singleplayer strategy game more interesting, as it forces the player to think outside the box when building something. Also, the visual style of a twisted fairy tale fits the game perfectly.

    What is your least favorite aspect? Why?

    Always letting the player freely decide which ring is turned and how far it is turned, is a little to easy. You could add some varying constraints here, for example some rings are regularly fixed or could only be turned in one direction. In addition, you could try to include regular or random rotations made by the game or by enemies, to emphasize the importance of thoughtful placement of buildings.

    Which single change or addition would you suggest to most improve the game?

    I think there should be some kind of market in the game, where the player can buy or trade resources (even a really bad deals are fine), because otherwise it can happen that the player is completely helpless when fire or enemies destroy just one certain resource building.


  3. What is your favorite aspect of the proposed game? Why?
    The concept is really good and brings a lot of strategic aspects to a game. The player can not just randomly play the game but he/she has to think about next steps and try to survive, which probably make the player stay in the flow.

    What is your least favorite aspect? Why?
     Implementing all building with different mechanics connected to rotation can incease the complexity of the game drastically. 
    Which single change or addition would you suggest to most improve the game?

    The visual models should be clearly defined to give the player clear cues about their rotation. This should also make playing the game easier.

  4. What is your favourite aspect of the proposed game? Why?

    Casual, laid-back turn-based strategy in a fairy-tale settings can be a very nice game for children, that also can be beneficial to play.

    What is your least favourite aspect? Why?

    Well, the idea of random fires inside your base looks like an artificially added difficulty. I believe it would be better to keep player focused on starvation and outer enemies problems, and have them "trust" their base and workers.

    Which single change or addition would you suggest to most improve the game

    Think about making learning curve not to steep, as all these buildings with rotation mechanics might be too much for the new players.


  5. What is your favourite aspect of the proposed game? Why?

    I really like turn based tower defence/survival like strategy games. Combining this with an interesting game mechanic which might make usually easy choice a lot harder sound pretty interesting.

    What is your least favourite aspect? Why?

    There is nothing I really dislike about the idea but I think it will be really hard to balance the gameplay.

    What single change or addition would you suggest to most improve the game?

    Try to implement different playstyles. If one strategy is superior, which I can see happening with this concept, the game can become boring real quick.

  6. What is your favourite aspect of the proposed game? Why?

    I like the idea of letting buildings react to rotation of rings that are only next to the ring that the building is standing on. This opens the path for very creative game mechanisms like creating electricity that provides power to other buildings etc...

    What is your least favourite aspect? Why?

    I don't like the fact that bridges lock rings together. This seems to counteract the general idea of the game. If you locked all rings together then all other building would not function anymore.

    Which single change or addition would you suggest to most improve the game?

    To create an alternative to the bridges i would implement the possibility of creating roads along the circumference of rings to allow villagers to move faster along these paths. That way the player would still be capable of speeding up certain actions but still they have to think about the rotation of the rings.

  7. What is your favourite aspect of the proposed game? Why?

    Strategy, survival and most importantly the rotating game mechanic. The different effects depending on the adjacent cells makes the player think about every turn.

    What is your least favourite aspect? Why?

    I don't like the current goal of the game, if it is just to survive without any other meaning it might become stale quite fast. The map could be too limiting in its size.

    Which single change or addition would you suggest to most improve the game?

    Letting the cells rotate around different centers which can be conquered throughout the game. This would open up many new possibilites, for example an enemy could try to mess with the orientation of your rings if said enemy occupies another rotating center.

  8. What is your favourite aspect of the proposed game? Why?

    I really like your new twist on a strategical tower defence game. The strategic twisting of your playing field to counter the enemy waves or increase your production really puts a whole new strategic perspective into the genre.

    What is your least favourite aspect? Why?

    I don't like that it might get really hard to grasp all the different concepts of how rotation will affect each and every building. This could cause a really high learning curve.

    Which single change or addition would you suggest to most improve the game?

    I would make it really clear visually with what a building will do if a ring is turned. This might be a challenging task to undertake, but the reward will be a more intuitive playing style, showing the user what will happen, without having to memorize every possibility.

  9. What is your favorite aspect of the proposed game? Why?

    The rotating city game mechanic is really cool. Combined with turning buildings this can probably make for a lot of fun.

    What is your least favorite aspect? Why?

    The learning curve might be really step. Keeping in mind how all buildings will react to a rotation could be too much for new players.

    Which single change or addition would you suggest to most improve the game?

    Add as much visual feedback what a rotation will do/ change, before you actually perform it, as possible.

  10. What is your favorite aspect of the proposed game? Why?

    The individual mechanics of the buildings add a lot of depth to the game and its planning aspect. Due to the everchanging arrangement of the buildings and the rings to each other the experience schould be more dynamic.

    What is your least favorite aspect? Why?

    The current mechanics of intruders. It breaks the gameloop of building, redistrubuting workers and rotating a ring for better performance in the next turn.

    Which single change or addition would you suggest to most improve the game?

    I think you should try to allow more than one movement of a ring per turn, this way you can react to an attack but also prepare for the next turn. The individual mechanics could lead to big balanceing problems, so you should start as soon as possible with "puplic" tests.

  11. What is your favorite aspect of the proposed game? Why?

    The turn-interaction of rings and buildings could easily lead to quite complex gameplay.

    What is your least favorite aspect? Why?

    If the interactions get too complex it might harm gameplay and it might be hard to prevent frustrating situations and even deadlocks.

    Which single change or addition would you suggest to most improve the game?

    You could add special limited (cooldown or charges) actions to bypass game mechanics (e.g. need to turn) for emergencies.

  12. What is your favourite aspect of the proposed game? Why?

    I like the idea of this ever twisting and turning town. It is a really unique gameplay.

    What is your least favourite aspect? Why?

    It can become overwhelming at the beginning. If the player does not understand the concept of the turning circle and the also changing structures it can become easily frustrating.

    Which single change or addition would you suggest to most improve the game?

    It could be interesting to allow the player to turn more than one ring per round (as the game progresses). It can allow more complexity and depth to the game and strategizing aspect.

  13. What is your favorite aspect of the proposed game? Why?

    I love the basic idea of your game! The best concept out of all projects in my opinion!

    What is your least favorite aspect? Why?

    I am not sure about the game being turn based. Maybe it should be real time and turning a ring should take some seconds. Might be more engaging

    Which single change or addition would you suggest to most improve the game?

    Add roads and other infrastructure! (Maybe a river?) 

  14. What is your favourite aspect of the proposed game? Why?

    I really like strategy/management games wich resolve around a central, all-influencing mechanic.

    What is your least favourite aspect? Why?

    The possibility of overwhelming the player by giving every building an interaction with the "twisting-mechanic".

    Which single change or addition would you suggest to most improve the game?

    Try to focus on the classic town-building approach by allowing simple buildings in the beginning with no or very limited rotation-interactions and unlocking more complex ones when the game progresses. This would flatten the learning-courve and give more feeling for the progress of the town.

  15. What is your favorite aspect of the proposed game? Why?

    The toy-like, handcrafted visual style of the game.

    What is your least favorite aspect? Why?

    Depending on how many buildings you make and their complexity, it could become difficult for the player to memorize the unique properties of each building and understanding how rotating a ring influences everything.

    Which single change or addition would you suggest to most improve the game?

    Make sure players can at any point easily access the building’s properties, and before rotating a ring visually indicate to the player what would change (like for which buildings the rotation would be beneficial/disadvantageous).

  16. What is your favorite aspect of the proposed game? Why?

    I like the way the theme "twister" is implemented in the core mechanics of your game, as well as the proposed visual style which matches the absurd nature of the twisting town 

    What is your least favorite aspect? Why?

    Only being able to build things etc. by issuing orders to villagers initially sounds like a lot of micromanagement to me, however the small scope of the town and the fact it is turn based as opposed to real time probably mitigates this.

    Which single change or addition would you suggest to most improve the game?

    Include a tutorial-like sequence of missions which introduce new mechanics step by step, as the complex interaction of the rotating board & buildings might be overwhelming when jumping into the game