this post was submitted on 22 Oct 2026
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Strategy Games

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the wave

I made a small god game for the browser, phones too, no account. You never command the tribe: you are a hand over an island. Hold on the land to scoop up sand, water or lava, hold again to pour it. The tribe walks to three hearths on its own; then a wave comes in from the south and a lava spring wakes on the ridge, and the only strategy is the shape of the land you leave them.

Sand walls erode, water finds every gap, and lava poured into the sea cools into rock that holds, so the question each time is what to spend the hand on and where. The first island takes a few minutes. After it there is the rising sea: the towns you hold grow, every wave lifts the sea for good, and you choose which town to send uphill before the water cuts it off.

Everything, the island, the tribe and the ink look, is drawn in its own code. I read every reply: what you tried that the water broke, and what would make the land feel more like a plan.

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I think you have a fun concept and you made it easy to get started. Here's some constructive criticism because I think you're smart enough to use it.

Pay wall hits too early and too much imo. As a player I just get the feeling you're stingy or think too highly of your game.

There is also no gap between "Play the game this way" big golden arrows and when the paywall hits. So the play experience is "Do what I'm telling you. Ok now pay me."

[โ€“] BlackPenguins@lemmy.world 2 points 10 hours ago* (last edited 10 hours ago)

I agree with this being an interesting concept but I was so confused at first. It's not intuitive. I didn't realize I had to pick up the sand. And what are these hearths. It's like there is a backstory that I know nothing about but it's relevant to the game. If you want a game to be successful you need to be able to jump in quickly. Especially with the short attention span nowadays

It doesn't even feel like a game. The answer is given to me for both levels and then I need to pay.

It would be nice to know if you are currently holding something with an indicator because many times I thought I was holding sand it just took the sand away.

The UI also needs work. Many walls of text like stats that might benefit from icons and bullets.