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Buildocity Logo.png

Made For: GMTK Jam 2024 (Theme: Built to Scale)

Date: August 2025

My Role: Gameplay and AI Programmer

Genre: Citybuilder Survival

Engine: Godot

Download: https://cjr35.itch.io/buildocity

Overview

BUiLDOCiTY is a semi-turn-based semi-deckbuilding citybuilder, where, every turn, the player draws a hand of different building types as cards, and then can choose which buildings to place and where to place them. The player can choose to scale buildings up from 1x1 to 1x2 and 2x2, or to stack buildings to be multiple stories tall. Every turn, buildings will produce resources, but only if they have enough electricity and are being worked by enough people. People need food, water, and housing each turn to survive, so you have to carefully balance your different resources in order to keep your city's growth stable! Especially because...

After a certain amount of time has passed (regardless of how many turns have been taken), a monster will emerge from the ocean to attack the city! On the first playthrough, there's nothing the player can do to stop it, but after it has fully destroyed their city then they unlock the ability to build and customize mechs that will automatically deploy to fight off the monster. This transforms the game from a slow-paced, open-ended sandbox to a much more tense experience that encourages the player to master the mechanics in order to build and equip a squadron of mechs that are strong enough to fight back the monsters and protect the city!

Some of My Features

Mechs:

  • The player has a huge amount of freedom when it comes to building their mechs. Each mech is made up of six different parts (head, torso, arms/weapons, and legs) that all have different stats that affect how the mech acts.

  • All the parts besides the torso are optional! A mech with no legs can't move and a mech with no weapons can't attack, but you can do it!

  • There are three different weapon classes- melee, projectile guns, and beam guns. Each one functions differently and has different pros and cons.

  • Mechs are fully AI-controlled. They activate and deploy once the monster appears, then intelligently pathfind through the city to target and attack the monster.

Mech Store Heads.png
Built mech shooting at the monster

Monsters:

  • The monster uses the same basic "Mob" parent class as the mechs. It's a very flexible system and would make it easy to add more monster or mech types later!

  • The monster appears outside the city and moves towards it. Once it's on the island, it pathfinds to the nearest building and starts attacking it.
  • If the monster is attacked by a mech, the monster will aggro and start attacking the mech instead.

The Hand:

  • ​The game automatically generates "cards" for every building type that the player has unlocked (the mech hangar building is secret on the player's first playthrough), which get shuffled into a deck.

  • Every turn, the player draws a set number of cards from the deck into their hand, and can then pick cards to play. Clicking on a card activates the "planning ghost," which shows the player a transparent instance of that building where they are going to place it.
  • The player is able to use money to reroll their hand, to upgrade so that they can place more buildings, and even to select a specific type of building they want.
Hand screenshot.png
Hand screenshot 2.png
GMTK Head.png

Full Credits

  • Sarah Barroso

  • Kelly McCardell

  • Katie Ohlson

  • Jacob Rich

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