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Hi I made Kingdoms Flame: https://dragon-hatcher.itch.io/kingdoms-flame

For feedback I was wondering:

1) Is the game generally to hard to understand even with the instructions. If so what parts

2) Is there enough strategy in terms of different decisions you can make or is the path always obvious 

3) Does the game get to easy after you've played it once. I seem to be able to beat it without to much difficulty and I am wondering if that is because I made it or it really is. (Don't bother answering this if you don't feel like playing the game multiple times)

4) Is it generally to easy to hard, is it fun?

I think that what you are doing is incredible and I am super impressed with the feedback you are giving everyone

Hi dragon_hatcher!

I had a go without the instructions first and was quite confused. With the instructions I didn't have a problem understanding, you're quite a good technical writer.

As for strategy, I maxed archers in all 4 towers then spammed all money into healing them. That seemed to go alright for me in the time I played? I cycled between towers in a generally clockwise direction.

I haven't played it multiple times yet, but I can safely posit that yes, it would be easy once you get the strategy down, as the game is more about thinking of a strategy than executing a strategy (which is fine if that's what you're making, it just means you need to make a bunch of levels)

On the fun thing, I really like that the game is about multitasking (it won't be everyone's cup of tea, but there are people who enjoy it) and the formation system is cool (although I didn't really have to use it to defend my towers effectively). 

I think it's worth playing around with making some crazy changes to what you've got and seeing how it affects how the game feels! I think it's a bit premature to worry too much about difficulty and such at this point;  you're early enough in development that you can still try some wild game-play experiments! Sometimes this is referred to as 'finding the fun', and it gets heaps harder to do later in development when it's harder to change your project.

You could try some experiments using what you've got as a base to see if you can solve some of your instructional / strategy issues. Stuff like the following:

  • What if there were two or three towers instead, but the game took place on a single screen, and was more zoomed out?
    • Currently a lot of your action happens off-camera, and I watch it on the minimap. Having it all on one screen could help communicate the concept of your game at a glance to players, as well as making sure that they don't miss anything.
    • If you did try putting the game on one screen, you'd probably have to slow player movement considerably to preserve the tactical considerations of where you put your characters.
  • What if the towers were more capable, but even more directly dependent on your support?
    • Maybe try making towers heaps better at defending themselves, but they run out of arrows unless the patrol retrieves them from slain foes, or towers do fine against weaker enemies, but large siege bosses appear that out-range the tower, or battering rams that are immune to arrows. Something that really obviously demands the players attention.
    • What if gold is something the patrol has to retrieve / mine / fight for / steal, and carry with them rather than gold being generated in towers?
  • What if the level itself had more natural obstacles?
  • What if the endgame wasn't to spend a few minutes in each tower, but instead required you to destroy the heavily guarded monster spawner or something? You need to defend your towers long enough for your patrol to increase in power enough to attack a spawner, or something similar?

Some of these are easier to try than others depending on how comfortable you are with programming. Try the easy ones first, if you feel like it!

These are all pretty random ideas, and a game that used all of them would probably be a little confused, but what I'm trying to get at is that there's a lot of different directions you could take what you've got, and the best way to find out which way you want to take it is to try a lot of different stuff and see what you find the most compelling!

Basically, try and riff on what you've got and see how different you can make different versions of the prototype. 

In a way, by making this jam game, you've narrowed down the entirety of all existing game design patterns and elements to a handful that you find really interesting (a number of which aren't traditionally found together).

Think of what you've got here as your ingredients! How many recipes can you make? How different can you make them taste? Which ones are your favorites?

Don't be afraid to try stuff that doesn't work, or anything like that. You can fix it all later.

I guess I'm proposing the game design equivalent of sketching. You've got a set of elements that are really easy and fun to remix, and I think you should play with them more before you settle in and try to balance stuff!

thanks for the feedback!

No worries! Thanks for sharing!