Inspiration
The idea for WorldPatch came from the beauty of creating something whole out of broken pieces. Inspired by games like Dorfromantik, I wanted to design a relaxing yet strategic experience where players could rebuild a shattered world while making meaningful decisions.
What it does
WorldPatch is a strategy puzzle game where players place hexagonal tiles to connect regions, earn resources, and complete quests. Players must carefully manage resources to expand their world while dealing with corruption and unexpected events. The goal is to build the largest, most connected world within 25 turns and achieve the highest score.
How I built it
I built the game using React, Vite, TailwindCss. My focus was on simple mechanics and a clean design to create a game that’s easy to learn but challenging to master. The hexagonal grid and resource management systems were key components during development.
Challenges I ran into
Balancing resource generation, tile placement costs, and event penalties was a significant challenge. I wanted the game to feel rewarding without overwhelming players. Time constraints also meant I had to simplify some mechanics and prioritize key features.
Accomplishments that I'm proud of
I’m proud of creating a game that’s both engaging and visually appealing within a short timeframe. The dynamic between resource management, tile placement, and quests adds depth while keeping the gameplay accessible.
What I learned
I learned how important it is to balance simplicity with depth in game design. Creating mechanics that are fun, fair, and intuitive takes iteration and playtesting. Time management was also a key lesson during the development process.
What's next for WorldPatch
I plan to add more types of quests, events, and challenges to enrich the gameplay. Future updates may include additional tile types, new mechanics for enclosed regions, and a competitive leaderboard. I’d also love to explore multiplayer modes where players can compete to build the best world.
Built With
- react
- tailwind
- vite


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