DECLIVIS

by b4ux1t3
You are an ancient Roman aqueduct engineer. It is your job to supply your settlement with fresh water from the nearby lake.

The first step is simple: clear the land and gather resources. While you are out with your crew, you move around wth the arrow keys. Each movement you perform costs an amount of food equal to the difference in elevation between your previous tile and your new one. Moving across flat ground and moving downhill are free.

Gathering also costs food. You must gather all the stone you need in one trip out from your settlement, so plan accordingly!

You can also reduce the height of any given piece of _empty_ land (that is, land which has never had resources) by one exactly one time.

Then, head on back to your settlement and start laying aqueducts.

Your aqueduct must always move downhill, and only one level at a time (USE X TO SHOW THE TILE HEIGHTS!). Aqueducts cannot flow uphill. Aqueducts cannot flow across the same height for more than ten spaces.

Each aqueduct tile costs a single stone to place. You may place more than one aqueduct tile on a given space to raise the level of that tile. You _may not_ remove aqueduct tiles once placed.

Controls:


Gathering Mode

- Arrow Keys to move
- Z to collect resources or lower a tile's height
- X to toggle tile height.

Aqueduct Mode

- X to toggle tile height. This is important. It is very hard to read the heights without the numbers.
- Point and click to add aqueduct tiles

AI?

No. lol.

Comments12

WormKingBoo
WormKingBoo19 Oct 2026, 00:27
This game felt really unique and it was a great take on the theme! It took me a few tries to get a hang of the elevation/travel cost mechanics, but the resource collection was very intuitive. And I liked the art style - it was really impressive how clear the icons were with so few pixels!
b4ux1t3
b4ux1t3author19 Oct 2026, 01:57
@wormkingboo Thank you! My goal for this jam was to try something that I'd never succeeded at before, and I've always been bad at making puzzle games.

I'm pretty pleased with this one, I've been playing it more than other folks' games. . .a bad habit in the judging period. 😆
Mugule
Mugule19 Oct 2026, 07:17
All the visuals do their job, and that's cool. It took me a moment to understand how it works. Maybe a tutorial level with fewer tiles would be great to introduce the game? A nice little game made in 48h GJ!
tweekus
tweekus19 Oct 2026, 09:18
It's kind of hard to get into:

- at first I couldn't understand why, after returning to the camp, I couldn't do anything and kept dying
- then I figured out that I had to build aqueducts with the mouse, but the game crashed when I placed an aqueduct to the right of the base
Gevernus19 Oct 2026, 10:57
A really original puzzle idea: elevation as the cost of every step, one trip to gather all the stone, and aqueducts that must always flow downhill is a smart, very Roman set of rules. My main struggle was reading the map: heights are shown only by tile color, so it took me a while to see what was higher or lower. A legend, height numbers on hover or a tiny tutorial map would make it click much faster. Cool take on the theme!
b4ux1t3
b4ux1t3author19 Oct 2026, 11:08
@gevernus hitting X will show the actual numbers. I think I should show them by default in the aqueduct phase.
b4ux1t3
b4ux1t3author19 Oct 2026, 12:08
@tweekus ha! You stumbled on a bug I thought I squashed. I know how to fix it though so that’s good. Thanks for playing!
b4ux1t3
b4ux1t3author19 Oct 2026, 12:10
@mugule yeah it definitely needs on screen instructions. I hoped I put enough in the description, but on a jam that’s not always the best place for info when folks are trying to play a bunch of games quickly!

Glad you liked the visuals, I had a bear of a time communicating so much with so little. I think I could have gone a little more abstract to make things a little clearer.
Anastasia Pitomets19 Oct 2026, 16:53
Really cool entry! I played through it and had a great time.
Here is a quick breakdown of my thoughts:
• Gameplay & Design: The core mechanics feel solid and intuitive right from the start. The gameplay loop is engaging, and the controls feel responsive and fair.
• Visuals & Art Style: The visual direction fits the overall mood really well. Everything looks cohesive, and the presentation makes it very clean to follow what's happening on screen.
• Audio: The sound effects and audio design add a lot of punch to the experience and help build the atmosphere.
• Theme Interpretation: You did a fantastic job incorporating the jam's theme into the core loop in a creative and clever way!
Constructive Polish Idea: If you decide to update or expand this after the jam, adding a few extra feedback cues (like juice/particles or subtle screen shake) or expanding on a few mechanics could make it feel even more polished!
Overall, awesome job for a jam project! Left you a high score/rating. Keep up the great work! 🚀
Willops20 Oct 2026, 04:27
Nice concept! Took a bit for me to get it
PurpledArtFrog
PurpledArtFrog21 Oct 2026, 08:25
Really nice entry - it took me a second to the figure out the concept, but not too complicated. One of my runs I sprinted for the little lake... picking up some food on some of the trees. When I landed on the lake I got this error.
perrarancino21 Oct 2026, 11:55
an aqueduct engineer in ancient rome is such a fresh take on the theme, and making every step cost food based on elevation is a really clever twist on movement. it turns simple movement into a proper logistics puzzle, which fits the old tech idea perfectly. was the elevation cost the first mechanic you prototyped, or did it come later? really interesting design.

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