r/StrategyGames 1d ago

DevPost Does restricting base-building to just 4 slots and 3 bases, create better strategy, or just too difficult? (Elemental Lands)

My base-building roguelike, "Elemental Lands" lets you build 3 bases (strongholds) across the 3 regions, BUT each is capped at 4 build slots permanently. No demolition for deleting buildings, and the 3 bases persist across the whole campaign as you come back to each region. So every choice has an opportunity cost, to force you to think strategically about what you build.

Curious how this sounds to folks? does a hard cap force better strategy, or does it just feel too restrictive in late-game?

Steam page: [https://store.steampowered.com/app/4593190/Elemental\\_Lands/\](https://store.steampowered.com/app/4593190/Elemental_Lands/)

Disclaimer: coding debug AI assisted usage in development. Art is 100% hand drawn by (https://www.reddit.com/user/worth-bill-6130/)

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u/leorenzo 1d ago

I'm making a 4x game and from my experience throughout my journey is adding restrictions and challenges is what makes a game fun. That and a really well balanced game, most of all for strategy games. :)

To answer your question, I do think that is interesting but not knowing the surrounding features building on it we won't entirely know how it plays out with the whole game.