Dorfromantik is a relaxing building strategy and puzzle game in which you place tiles to create ever-growing, idyllic village landscapes. With Dorfromantik, you can immerse yourself in a quiet, peaceful world at any time and take a break from everyday life. At the same time, Dorfromantik offers a ch...
Dorfromantik is a relaxing building strategy and puzzle game in which you place tiles to create ever-growing, idyllic village landscapes. With Dorfromantik, you can immerse yourself in a quiet, peaceful world at any time and take a break from everyday life. At the same time, Dorfromantik offers a challenge for those who are looking for one: To beat the highscore, you need to carefully plan and strategically place your tiles.
In Dorfromantik you start with a stack of procedurally generated tiles. One after the other, you draw the top tile of the stack, place it on one available slot and rotate for the best fit. Thereby groups and combinations of landscapes are formed, such as forests, villages or water bodies, and you are rewarded with points depending on how well the tile fits.
On some tiles you will also encounter special objects that give you a quest: For example, the windmill wants to border 6 grain fields, the locomotive wants to be connected to 10 tracks or the deer wants to inhabit a forest with at least 50 trees. Fulfill these quests to get more tiles to continue the expansion of your landscape. The game ends when the tile stack is used up.
As you expand the landscape, you can advance into new, colorful biomes and discover pre-placed game objects that give you long-term tasks. Through these tasks you can unlock new tiles, new biomes and new quests.
What Dorfromantik offers
Building endless and beautiful landscapes
Unique mix of strategy and puzzle mechanics
Relaxing and calming gameplay
Idyllic village scenery
Strategic placement to beat the highscore
High replay value - every session is different
Many unlockable tiles and biomes
Original Artstyle with handpainted boardgame feel
What Dorfromantik does not offer
4X Strategy
Trading
Resource Management
Combat & Violence
Multiplayer
Dorfromantik offers options for any style of play! Take a short break from life in quick mode or try to master the game in hard mode. The Custom Mode allows you to create your own rulesets and share them with others, while monthly mode awaits you with a new challenge every month. If you just want to relax and build your own landscape with no limits, try the creative mode!
Dorfromantik was developed by four game design students from Berlin. Together we have founded Toukana Interactive and want to develop many more small, original and high-quality indie games in the future.
We are happy about constructive feedback of all kinds, so feel free to contact us! We will do our best to respond to messages quickly and fix any problems that may arise. :)
If You need a lovely, clever and relaxing landscaping game where no blood/guts/hords of mutated monsters would flash a screen then look no further. This is it.
It looks simple. It is not.
1. Just for fun, try to work out rules without going through tutorial. Game mechanics will help You.
2. Needs a strategy and imagination, and counting the resources.
3. Once the creative mode is out, please, please include some ways of saving model landscape and sharing it...this game has an enormous potential.
I saw this game a few days ago, saw it had a demo, thought "Sure, I'll take a look", and gone were the next 3 days of my life. Kudos to the devs for offering that demo. It convinced me to buy the game. So, what can I say about the game?
Simple Concepts For Complex Gameplay
It's rare to see such an amazing execution of this idea. Good complexity is constructed by seamless interaction of simple concepts. Gameplay is deceptively simple. You start with 40 tiles. Each tile has 7 parts: 6 sides and a center. Each part can be 1 of 6 features: plains, forest, fields, city, railroads, or water. Match one side of a tile to the side of another tile with the same feature. Score points by correctly matching sides of a tile. The more points you score, the more tiles you earn. Play until you run out of tiles. Sounds easy, is easy at first, but quickly builds to challenging gameplay.
Not Just Mix'n'Match
If it was simply a matter of matching tile to tile as best you could, the game would become dull pretty quickly. The devs wisely included goals as part of some of the tiles you place. This is where that center part of a tile becomes important. When placing a tile, you can get a quest which requires you, for example, to build a forest of at least 50 trees. So, you have to connect tiles in a way to build a continuous forest. If two sides of a tile that aren't touching are forest, and the center part of the tile is a forest, you can now connect distant forest tiles this way. At first quests are easy to fulfill. For example, requiring exactly 10 houses in a city, or at least 6 fields connected together. Later quests might require a city with at least 100 houses, or forest with at least 800 trees. Now, placing tiles isn't just matching sides, but strategic placement. You have to weigh long term goals vs short term demands.
Chill and Relax
Despite how complex the game can get, it keeps a relaxed vibe. It's easy to start a game and play for an hour and a half without realizing it.
A wonderful and relaxing game with a calming soundtrack. It's a lot of fun to play and challenging enough to play more efficient every new game. I usually play one or two rounds before I go to bed. I look forward to more updates, hopefully bridges will be added that would bring a lot more variety.
easy Controls, unique graphic, stable running (despite early access), supportive but not obtrusive (even after hours of repition) and ... um ... challenging challenges. So technically a very recommendable game, but also one with a quite frustrating principle as well: Perfect fitting tiles are literally required both by challegenes and by the reward/continuation system of the game, but the huge number of possible combinations makes it unlikely to draw a specific one at all within a game, let alone in the right moment. Usually one is left with dozens of loose ends that would need just that one single tile and it takes often 20+ restarts not to have catastrophic combinations within in the first couple of tiles. This importance of (bad) luck (my record so far: requiring the same tile at 3 different places and getting it 0 times of 200-300 draws, but 4 times its mirrored sibling) also ruins any feeling of progress or control. One can just play along and hope something good will happen. Sometimes this results in a Civ-like "just one more round" feeling, sometimes it feels like puzzling 950 of a 1000 parts puzzle only to realise that all the others are from a completey different motive.
An abbility to sort a limited number of tiles "on hand" or even influence them would greatly improve the game, until then it will teach one all about probability and chirality that one never wanted to learn in school.
Very enjoable game. It's relaxing but can also be very challenging depending on the mode you play. I love how you can continue your map in the creative mode after having no more tiles.
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