Seems like a solid base for a civ-like. I reached the end of content pretty early on, I feel like it needs a science tree to really shine.
But the foundation is there. Workers do work, soldiers do fight. The imbalance shines almost immideately - you need a worker in a berry bush for any unit that's not working the berry bush. But I think that's just how early this demo is.
Anyway, looking forward to what you're gonna do with this. Keep it up!
When I saw the turns passing I initially thought of DOTage, but it is obvously different. What I can say is that I'm usually not a fan of what I'd call empty turns, where I just click the pass turn button repeatedly to pass more time until I have X wood or whatever. Imo in turn-based games every turn should encompass an impactful decision that is made. Waiting can be one of these decisions, but in most cases it isn't. Plain waiting for enough resources to be gathered is not interesting, so there should be some other decisions I can make while also waiting for the resources on the side.
Thanks for the feedback! The idea is that there will be plenty to do every turn once the game progresses. I could make the first turns more interesting by already giving the player the resources they need, and somehow artificially reduce the building times. However I deliberately opted to include a little bit of empty turn passing in the tutorial just to teach the player how the concepts of turns and action durations work. But I will try to think of a middle ground to increase the pace and still ease into it!
Thanks for the report, no idea why it happens, maybe it is a bug in the linux export or something, I will try on a linux box. And thanks a lot for the art!
civilization v is actually one of my favourite games ever. i'm astonished by how much you captured its gamefeel even at such an early state
the "additions" i could suggest are fairly obvious and i'm certain that you are already planning them, like being able to "queue" the movement for the next turns by clicking at a far away location
Comments
Seems like a solid base for a civ-like. I reached the end of content pretty early on, I feel like it needs a science tree to really shine.
But the foundation is there. Workers do work, soldiers do fight. The imbalance shines almost immideately - you need a worker in a berry bush for any unit that's not working the berry bush. But I think that's just how early this demo is.
Anyway, looking forward to what you're gonna do with this. Keep it up!
Thanks a lot for the feedback, and for the stream!
Played roughly 20m.
The Textbox in the Tutorial on top is rather small when in Fullscreen.
You can't exit out of the Tutorial, you have to restart the Game.
These Models are from somewhere, right? I think I've seen them a couple of Times in other Games before.
Apparently wild Animals attack my Buildings? Seems odd.
It's a Shame that it's nowhere told what each Building does, and that I can't really build a huge Variety of buildings or Units or really do much yet.
But the Map looks nice, altho Coastal Borders could blend in a bit smoother I think, the Hexgrid really shows there.
I also can't cancle Units I started to build.
Once a Bear destroyed my Watchtower the Game didn't end the Turn and softlocked.
Could be Fun if the Contents there.
Thanks a lot for the helpful feedback as usual! I hope to fix all these issues, and flesh things out more, before the next DD I participate in.
When I saw the turns passing I initially thought of DOTage, but it is obvously different. What I can say is that I'm usually not a fan of what I'd call empty turns, where I just click the pass turn button repeatedly to pass more time until I have X wood or whatever. Imo in turn-based games every turn should encompass an impactful decision that is made. Waiting can be one of these decisions, but in most cases it isn't. Plain waiting for enough resources to be gathered is not interesting, so there should be some other decisions I can make while also waiting for the resources on the side.
Thanks for the feedback!
The idea is that there will be plenty to do every turn once the game progresses. I could make the first turns more interesting by already giving the player the resources they need, and somehow artificially reduce the building times. However I deliberately opted to include a little bit of empty turn passing in the tutorial just to teach the player how the concepts of turns and action durations work. But I will try to think of a middle ground to increase the pace and still ease into it!
-Some bug when I try to move the camera with mouse click
https://i.4cdn.org/vg/1714760346615919.webm
It still need cooking before I can give real criticisms.
-But you should have a more distinct art style
-Give some of the enemy you get, I like 4x and I want to give a real big fanart of quality.
Thanks for the report, no idea why it happens, maybe it is a bug in the linux export or something, I will try on a linux box. And thanks a lot for the art!
civilization v is actually one of my favourite games ever.
i'm astonished by how much you captured its gamefeel even at such an early state
the "additions" i could suggest are fairly obvious and i'm certain that you are already planning them, like being able to "queue" the movement for the next turns by clicking at a far away location
i look forward to seeing it progress
Thanks!
Yes indeed mechanics such as queuing is planned