Feel free to share your feedback about version 0.0.8 here
A turn based single player asymmetric game where player take control of an ancient one and manipulate the world · By
Some initial thoughts:
1) Turns are very confusing. 99% of the time I don't know who travels where, maybe show chars' plans to travel or make travelling longer. Tavern POIs? Would be great. Mb slower turns.
2) Maybe adding an outline to selected city?
3) Showing chars' holdings in their lists.
4) Pausing on spacebar.
5) Pausing on events.
6) Is negative population in POI ok?
7) A little bit of tutorial is gravely needed. Like, when you can influence smb, manipulate etc.
These are just basic thoughts. Good concept, I hope you will develop it further.
Thanks for feedback @LeKopic ! Here my thoughts:
1) it's a prototype so travelling is just a feature that I want to implement on "bare bones" state, so you are absolutely right! I think I can add a "neutral action" to display that an npc is considering to leaving a city and move to another one and maybe in the future the path and maybe future plans, right move to a city and to another. Tavern POI ? cool idea! I considered only "graveyard" and "dungeons" but taverns will be a cool choice too!
2) you are right, there is only an "on over" effect
3) cool idea!
4) I have to find a way to implement it, but defenetely a good feedback!
5) I have mixed feeling about this, maybe an option would be more clear?
6) nope, should be fixed, do you experienced this problem? How?
7) yes I know, I will work on a video for the future, for this tutorial at least
Thanks for feedback! Really appreciated!
Gave this new version a try, same result as before - either I win before everything descends to chaos (endless rebellions + negative population numbers), or game becomes unwinabble.
Ideas: "Regime purge".: Make it so instead of rebellions going on forever, they reduce the population a bit and purge all characters who own districts as well as purchasing food so a new rebellion is not as likely to occur.
"Everybody on edge": If population is at 1000, a revolt does not happen (as that would effectively result in a depopulated city), but the unrest does as the idea name says and so agents are much more likely to be discovered. If they are found out, they are lynched, reducing unrest as the government uses them as escapegoats.
"Time for peace": After a new regime takes over, cut unrest in half, 2/3, or do away with it entirely.
Thanks @Archifenix for feedback, really appreciated! I have put your suggestions on my todo list, in next releases I will address this problems too!