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(+1)

I'm glad you're enjoying the game! And thanks for the kind words :) As to your critique, well there's essentially three ideas in there so I'll cover each one separately:

1.  Random events/Crises:  That sort of thing is always fun, but there's two issues... the first is simply that as a solo dev I have to be extremely careful with how I allocate my time, and any time spent on random events is time I don't spend on the main story, or people's favourite character(s). The second is that the events would either have to be repeatable (in which case the impact is lessened) or not (in which case I just spent a lot of time and energy on a one-and-done event that, given its random nature, some people may not even see). Still, it's likely something you'll see in Act Three.

2.  Things that need upkeep:  The college's EDUCATION level is my attempt at testing the waters for upkeep systems. So far the reaction has been mostly along the lines of "Ugh, fine, I GUESS I'll do it..." The general consensus being that people don't want to do rote tasks/homework during their relaxing game-playing time. I can't blame them :P So almost certainly no more systems like that (except for one kinda-like-that system which I have planned for Act Three, but which will hopefully be kinda fun).

3.  Time-sensitive missions:  Time-gating content is always risky for a dev... and especially in a game like CK which has no real "fail" conditions (ie. you can't actually get a "game over" screen). Most people don't enjoy feeling like they're on a clock (they get enough deadlines at work, and they want to relax with their games - competitive players excepted, of course, but CK isn't a competitive game) and they also don't like feeling like they missed something. A time-sensitive mission with a fail condition doesn't really fit with the feel of CK, which is much more of a "take your time, wander around, explore things!" kind of game.

All that being said, there are random/repeatable events that only occur at certain times of the day, in certain places, and when certain conditions are met (the Hallowe'en costume events are an example of this) and I plan to add more in, especially during the evening, which is rather a dead zone right now.

Hope that covered everything, and thanks for the critique - always nice to be able to explain my thought processes and receive feedback and ideas at the same time :)

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really great response, thank you! And yes as a solo dev your time of course should be spent on the story and actually important things. I personally like the education level, as it makes the point that as you expand your powers and influence, you actually have responsibilities if you want to be good and do things right. it's a great way of showing, not just  telling the burden of being "good" while still being fairly entertaining. If you want to be the evil sex god-king sure forget the college, the girls are only good for one thing so who cares if they are learning, maybe even add a shatter-esque way to skip the whole upkeep chore entirely for those who don't like it.

I love  the world and characters, I enjoy the surprise of seeing special things on different days, and I really like seeing Lyx around town (please, I need more crazy witch-scientist goblin in my life, also I want to see what chaos would ensue were Lyx and Roxy to meet) 

But yeah for me, the most boring and annoying part was the day/night cycle interrupting what I was doing,  but then not having any other effect or impact besides places being open. It just feels like its the same week on repeat, so some slight change or something that happens monthly/bi-monthly (college exams, club events, harvest season? idk) would give a great feeling of time passing and the world being more alive. 


You're absolutely right though, this is more of an after-main-story-development addition than something to be done soon. Keep on doing the wonderful job you are doing! (also donated because of your great response to my winging just so you know :D)