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A jam submission

CHERTILOView game page

A funny strategy game about a hellish dictator whose nipples are visible lol
Submitted by obeZZZanDEV — 5 hours, 42 minutes before the deadline
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CHERTILO's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#173.6673.667
Overall#203.5193.519
Polish#203.3333.333
Art#223.7783.778
Theme Interpretation#283.4443.444
Audio#293.2223.222
Creativity#343.6673.667

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted (1 edit)

Dare you beat my high score?

I admit, I hacked the system a bit, which certainly added to my enjoyment. It turns out that if you stretch the game horizontally in windowed mode, you can build almost as much as you want.

The game itself is fun and enjoyable, with a few visual flaws that are understandable within the context of a game jam. And an excellent choice of genre; people seem to always love idle games.

In terms of gameplay, you’ve done a fair amount of work. I think a few things could be improved:

  • The construction limit isn’t entirely clear to me. I think it’s better to let the player build as much as they want. A typical solution to keep the game from being too easy is to increase the price for each subsequent building of the corresponding type. Then the game will be naturally limited.
  • I don’t think demolishing buildings is a good idea. It’s always unpleasant to throw away what you’ve worked so hard to create. Instead, it’s better to use the space above and below the current ground level. These could be caves or mountains, etc. Check out Cookie Clicker, you can build hundreds of structures there.
  • It might be a good idea to add more specific numbers for how much Intimidation increases your yield.

The research and obelisk mechanics complement the game well, and special thanks for the detailed tutorial.

Developer
500 thousand Chertocoins!? Dude, you're crazy!

  1. As for stretching the screen — yes, I noticed it myself during testing, and I don’t think it makes the game significantly easier. As great game designers used to say: “Let the player think they’ve outsmarted the game!” (I’m definitely not pretending I was just too lazy to fix it.)
  2. The restricted play area is actually a kind of "foolproofing" to prevent players from flying too far just for fun and then spending half an hour flying back. It was also meant to serve as a kind of indicator that the game had been completed. Because of course I wouldn't have had time to finish the ending.
  3. Regarding the destruction of buildings, I agree with you. As I said before, it was just a concept, which I later threw away.
  4. You're right about the last point, I have nothing to say. I'll think about how to implement it.

Your review was very informative, thank you for expressing your thoughts so clearly and to the point!

А вообще, Максим, я же русскоговорящий :)
У меня игра чертило называется)))

Submitted (1 edit)

ахах, ну да) я подумал об этом сначала, но потом как-то на автомате с переводчиком писал) подписался на телегу, у меня кстати тоже есть тг, про пазлы - https://t.me/WhatAboutPuzzles

Developer

Да, я тоже подписался)) Как раз твои советы про итч будут в тему.

Submitted

Had a blast playing it! Ended up with so many Chertocoins, I could buy half of the underworld now...

Liked the tutorial phase at the beginning, as well as the art. And the screen shake is always a nice bonus! =)

Awesome game for a game jam!

Developer(+1)

Thank you so much! My friend reached a thousand Chertokoins per second. There's some kind of "turning point" in this game where you start earning money really quickly. Btw, it's good you liked the screen shake, because honestly, I thought it would cause motion sickness for player.

Submitted

One of the few jam games that actually have a longer run. Good job! When I saw the intimidation meter and the miner, I thought I was going to dig all the way down :p

Developer(+1)

It's so unusual to realize I made an interesting game, especially since I'm a noobie dev(I'm thinking of continuing this game after the jam). Thank you for your words :)

Submitted


Funny number go up!

This is the first game from this jam that I had to download, but it was worth it. For a short idle/incremental game, this was a really fun experience.

Building sometimes felt buggy, occasionally I had to click multiple times to place 1 thing. I also didn't figure out how to demolish old houses, but maybe that feature wasn't implemented.

Overall it felt like a complete game, even if progression stops after a short while.
Developer(+1)

Thank you so much, starbuff! Regarding building, I simply split the world into 32/32 cells, and there's a trick here: when you click on the junction of two cells, there's a chance the occupied cell will be selected, preventing you from building anything (I think you get the idea). Regarding the demolition of houses, I thought for a long time whether to give the player the ability to demolish old buildings without spending resources or simply expand the game territory. In the end, I started implementing the first feature, but I didn’t like it and I decided to make the second feature. Therefore, in some tooltips, there might have been mentions of demolition of houses because I'm such an Inattentive fool. Anyways, I'm glad I was able to give you the opportunity to play a game that felt complete, good luck in the next jams.

Submitted

Hello! Congrats on submitting to the jam!

I see a fellow strategy enjoyer haha. The game is really interesting and I like the idea. I think the progress curve could be improved a little to provide that early dopamine boost so the game hooks you for longer :). Also, I think lacking a web build is problematic, I trusted you to download the .exe but I don't know about the others :D

A big plus for the art, keep it going!

Developer

Hi, thanks for the congratulations. You're absolutely right about the progress curve. I'm definitely not on good terms with it, as I'm not much of a game designer. Initially, it took about 10 minutes to get to the first cauldron; everything was very slow and tedious. But thankfully, I let a friend test the game and figured out what needed to be fixed. I tried to give the player an early dopamine hit, but with the systems I had already coded into my game by that point, it simply resulted in you hitting unreal numbers after just a couple minutes of play.

I don't deal with web builds in Godot. For some reason, I'm constantly having some kind of lighting problems. Everything lags, barely works, and it's total shisht. I think you understand that during the game jam I didn't have time to learn this. Rush etc. But web builds certainly do impact the number of reviews during a jam. This is definitely something to learn. And thanks so much for the compliment on the art! Because my drawing sucks. I don't even know how such a cool devil came to be....