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el_kloklo

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A member registered Dec 05, 2014 · View creator page →

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I like the slider ratio idea. Also can be part of the scoring system, if you want to implement this one.

"Some of these suggestions need more thought on my side, for example, if I can find a clever way to better distinguish cavalry from horse archers." => I suggest you to have clearly different horse color, this will help.

"I'm not sure what you meant by "hard to select units" without having seen a video. I saw something similar in a gameplay video and already made some changes to better select units on tiles." => simply hard to click on the model when the game is zoomed out

"And if I understand you correctly, the third characteristic in the UI, besides health and damage, is the hotkey to quickly spawn the unit." => it was for me not that clear, because for the units (not building), it was like a number. Now it is clear, thanks.

"I also like the idea that units that died inside the round will only reset the population counter after the round ends. Although I am pretty sure that some players might think that's a bug if not explained well." maybe you can indicate this in the UI through a small skull and a number near the limit.

"Aside from your suggestions, have you encountered any bugs or glitches or just things that don't make sense?" => well I some situation where I was not able to find why a game did not ended properly although I kicked all the other people, and their buildings. I assume there was a mine I didn't found, although I looked thoroughly.

Looking forward for the next update.

Suggestion/ideas


Readability!!!

* Color & buildings: Even if I like the idea that everything is of your colour, it is very hard to read your territory. It is also hard to read if a mountain is settled or not.

* Buildings all the same: With a bit of dezoom, all the building look the same, not possible to quickly differentiate university from village. The shape/size and secondary color shall be quickly recognizable.

* Unit barely differ from another visually: not possible to recognize cavalry from horse archers with dezoom. One way to easily handle this maybe to have several miniatures to represent a single unit, for instance infantry is made of 3 miniature, and an archery of 2.

UI:

* Units hard to select, and ironically, hard to spawn a unit on an occupied territory sometimes

* Unclear if ranged unit or 2 moves units already attacked.

* What is the third characteristics of the units?

Improvement of the game as it is:

* Sacrifice units, to free population limit

* Handicap/Bonus system for a player/AI (ressource % or starting hex)

* You shall not need to kill all mine & port to win

* Upgrade for cannons!

* Allow to make roads over mountains, which only connect 2 of the neighboring hexes.

* Allow to simultaneously swap 2 neighboring units at the cost of one move for each, this will make your cannons definitely more valuables.

Concept to change the game :

* Linear upgrades: it is usually not very critical which upgrade you take because you always do the same at the end (If I think infantry man is the best, I will rush their upgrades). It is better to offer choices which allow to counter the enemy strategy: you do mass infantrymen? I will have an upgrade which allow my horsemen to attack before your infantrymen move.

* More upgrades, with incremental prices (e.g. Infantry attack 1: 10 coins, 2: 25 coins, 3: 100 coins, ...), so you cannot have them all, and decide the one you want to have

* Some Terrains may influence fight, so that you can have more strategic depth. Example: doubled defence in the wood.

* Limit the overspawn of cheap unit? this make the cannon more interessant. => for instance unit which just died still count in limit.

* A capital city, buildings/territory not connected to the territory embedding capital not produce?

* Capture enemy buildings?

* Unique civilisations? With different voices language, as per Age of Empires!

* Co-op, alliance? => can my units travels through my ally territory? I recommend

* Units which produce bonuses to neighboring unit?

Game mode: (as per your other post):
* scored (terrain, ressource, units, ... customisable what bring how much point), after a certain amount of round come automatically to an end.

* Allow to combine all several game mode, you may have flags AND king.

LAN is good, but it may cost you lot.

A fast paced strategy game could be funny. Where do I get the full game if I don't have steam? 

I will write my recommendations on another post

Thanks. Wildermyth is a great achievement you and your team can really be proud of.

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If one day you want to deepen this game, I strongly recommend you to try "majesty - the fantasy kingdom sim" (1 or 2, which are quite differents) which give good idea about the economics on invest & return mechanics with heroes and monsters.


PS loved the sauna area and the fact that the mayor deckard cain could climb the stairs of the tavern

Excellent game, but sometimes the brother version bunk and reset (partially???) your score/gold. Please be kind to make a desktop downloable version. It will not damage your steam sales, and ensure the save data do not get lost.

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My personal recommendation (as of 1.4.1)

* Remove as much dice as possible, 8 is almost too much. Dice that you are currently not using prevent you to draw your other dice which match better the situation. The advantage of keeping your dice pool small is that you are almost sure to get your good dice. My personnal recommendation:

 1. one normal or hollow attack, one heavy attack

 2.one normal or hollow defence, one heavy defence

 3. one normal or hollow terrain (or hollow mirror if you have no terrain), one hollow booster

 4. one normal or hollow or heavy healing

* More than one healing dice is too much. an healing dice well combined can heal you from 1 HP to full life

* The dice that you get by "get new die" could be much better than any upgrading starting dice: they could be heavy, hollow, or have better stats. So check this option, you can skip if nothing is interesting. Remove your older die.

* The terrain dice is an obsolute must. if you manage to make it hollow through encounter, it is even better. Do not hesitate to stack the terrain die with its previous terrain bonus, you can reach unlimited bonus this way (went to +18 with therrain die)

* One booster die is enough, try to get an hollow one.

* Try to get one heavy die for defence and also for attack, but keep also another normal one, to be able to put in on the terrain dice when needed.

* About 30 HP in late game is good, it will allow you to survive the one or two turn of the encounters, it order to build a defence or take down one guy.

* There are mostly 2 kind of encounters: damage dealer like berserk guy or healer/defender. In both case, if you can on turn 1, try to set a strong defence that cannot be breached in one turn. If not try to take down one baddy, or damage the weakest enemy. Then stack defence up to the point it is unbreachable, and combine your dice to make thedamage slaughter. When only guy is remaining, combine your big bonuses to heal yourself.

* Don't skip floors.

* Don't be afraid to take big risk for your deck creation before level 10, like transforming all your dice with the encounters. If you are unlucky, restart your run.


Hope this can help. Enjoy.

My recommendation for balancing to the dev: IMHO, the terrain die may need nerfing: make it not stackable with other terrain die bonus, but stackable with booster instead.

Hi, we made all of your 3 rooms with friends, it was very nice and entertaining. Would be looking for more.