Play Cult
Cult of the Apocalypse's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
User Interface (UI/UX) | #2 | 3.600 | 3.600 |
Fun | #3 | 3.800 | 3.800 |
Overall | #5 | 3.400 | 3.400 |
Graphics | #5 | 3.600 | 3.600 |
Audio | #6 | 3.600 | 3.600 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
DevLog Link
https://lucaszilke.itch.io/cult-of-the-apocalypse/devlog/481599/updavev2-balancing
Developer Feedback Questions
Anything else about balancing?
I see this version as base level, further levels could have different Events/Lethality Rate/Ressource Rate etc.
Leave a comment
Log in with itch.io to leave a comment.
Comments
The other comments cover a lot. I'll add that I, personally, wasn't into the whole buying-a-slave thing. I did struggle with losing humans quickly though, so I'm not sure if buying-a-slave is necessary to succeed in the game. If it is, it would be nice to have a workaround so that people who don't feel comfortable with that concept can still play. I think the improvements you made were very fitting. I'm not sure if you plan on doing anything more with the graphics but I quite like the simplicity. And the fact that you send the humans off screen and just hear what happens to them plays up the ominous, post-apocalyptic vibe, nicely done!
I really have a soft-spot for post-apocalyptic settlement builders. Maybe some nostalgic memories of old Flash games. In general I liked this one and I finished it on my second attempt.
Having a huge iframe full of empty space, plus some debug messages before the game actually starts, doesn't make a good first impression, but I understand this game is still in development. So that aside...
I do like that there's a clear end goal, which is something this type of game often doesn't have. I wish the story was fleshed out a bit more but that's not really that important for this kind of game.
I felt the game was overly harsh and overly luck-based, especially early on. The fixed and high lethality rate makes sending people out an extreme dice roll, and if you lose too many early on you end up in a very strong negative feedback loop where you can't get people to replace the people you've lost and can't get resources to support the people. Since what structure you can build is also randomized, it's pure luck whether you can build the building you need or are stuck with the choice of something useless or nothing when you need it the most.
I almost feel like structures shouldn't be randomized at all, but that would make things too easy. Maybe it can be modified to give you a limited amount of free rerolls, or a choice of a few cards of the day, or the random generation can be biased.
I didn't like having to assign all humans especially since the lethality rate is so high; I wish I could keep some in reserve. I'm not sure if that choice is actually one that makes sense, but I wish I was given that option.
Once you're over that initial difficulty hump, the game almost seems too easy. You hit a very strong positive feedback loop where you have a glut of resources that makes it really easy to collect more resources that gives you a massive amount of resources... I think I finished on Day 24 or so, with the settlement almost full of greenhouses and refineries.
I think some events could really break it up and add some challenge and variety to the game. The only one I ever saw was "slave market", despite the changelogs mentioning more. I'm also not sure if raiders are implemented at all; there are Mercenaries to counter them, but the raider mechanic isn't explained and I never encountered them. I could see that helping to control the positive feedback loop a bit; as you get more resources you also get more attention from the bad guys.
One minor typo: "sacrificed" is misspelled in the end screen.
One minor bug: Cultists spawned from a Shelter near the back of the build area never come to the front visually, though they do seem to collect resources just fine.
One minor complaint: The death sound is very loud, overly harsh, and feels out of place. I think a better one could be chosen.
The music fits the game well, and the graphical style seemed odd to me at first but I really grew to like it. All in all I think this could use some more tweaks for balance, and maybe a bit more content, but it's a great concept and fairly well executed in its current form.
Quite nice and well balanced, if you are lucky enough to build a bakery fast enough to make enough food, then just send everyone for materials and place Shelters to regain dead Cultists.
But yes, it is quite harsh at the start, when you have not enough supplies, 25% Lethality feels too much. Maybe you should lower it to 20%.
Overall, it is the one of Best games in this Jam I've played so far. You deserve a high rate.
Thanks a lot for the feedback - already tweaked it to be easy and maybe make more harder levels from there, but I see that at the start it might be still too hard
I don't what happened but when I try to play this game in my browser it loads up fiddlers flame instead. So I sadly have no feedback for this game, but I can say for Fiddlers Flame I have no idea what I'm supposed to press for the red and blue keys lol.
Oh no my bad, seems like I uploaded from a different Folder
Game is updated now
Tried it again today, it finally worked but I did notice on the first screen you can actually delete the text in the text box.
Also maybe its just my bad luck but man this felt pretty brutal. On my first try I ended up with only about 18 cultists, 59 materials and 30 food. And on my second I ran out of food by day 7.
It seems like for every new cultist I'd gain I'd lose 1.5, and I was never able to keep up pace because I would rarely have enough food to buy more slaves or I would have to sacrifice someone to make it to the next day.
Also I never once seemed to encounter raiders, and I would lose cultists even when I had purchased the mercenaries, so I don't know if they're just not implemented or what.
I'm not sure exactly what the key would be to balancing this but that's what stuck out to me.
On the more technical side it was kinda grating on the ears having 6 death sounds layered over each other. So maybe put a limit on how many can play at once, and maybe add some different death sounds because they all sounded the same to me.
Thanks a lot for the feedback :)