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Fantastic effort this and the only true attempt at a TWS inspired game.

Keep at it, get the mechanics sorted then add some nice art and UI and it could be a right winner.

I've watched your play through and read the tutorial but to be honest I struggle to play the game. I have no idea if I'm doing well or not and I'm not really sure how to enact a coherent strategy.

If you're after feedback here's some from me;

1. I find it very difficult to tell the different nobles apart. Different art here would be welcome (although I appreciate it's nowhere near as important as gameplay).

2. I'd like more agents to make use of. One enthralled does not feel enough and it feels that I have little agency as a player. Ideally multiple agents that do different things (Peddler, Rake or Witch to start?) would be awesome. I find the idea of creating a new agent in an existing settlement easier to understand in game terms than enthralling an existing noble too, but that is a preference I guess.

3. I'd like more varied races in game. In fact ideally - to make things simple at this concept stage I'd prefer it if all the different 'nations' were different races so I can quickly identify the nations at a glance. 

4. The leader of a nation is not clear to me, at a glance.

5. I don't understand/it isn't clear how I should go about achieving my objectives. It seems that I simply vote on various things while spawning fishmen camps. If I influence a vote a certain way it is overruled a few turns later, it seems like. For me I think less actions at the start of the game would be better so as to allow me to get to grips with the mechanics. Also the addition of mechanics that are 'free' (they cost only time) would be welcome so I'm not just skipping turns waiting for the next vote. For example give the enthralled an ability that allows them to slowly change the characteristic of another noble (pacifist to war-like, increased madness/shadow, acceptance of status quo etc).

6. Linked to the above I wonder how the game state develops over time. If I do nothing will the game cycle on an indefinite loop of the same decisions made time and time again? I think mechanically time should be a factor and should be the biggest threat to me as a player. It encourages agency and forces decision making. In other words the 'no play' state should lead always to a loss. Through playing a player should be able to delay or avoid the loss state, but it should be a pressing concern throughout a play through I think. It is simple, intuitive and forces engagement.

Apologies - seems like I've just wishlisted a ton of things I'd like to see changed/added here!

You're doing great work, truly and I'm really interested to see where this goes. If you ever want more feedback or ideas on different mechanics I'd be more than happy to help.

Many thanks!

Thanks for the kind words and support.

Obviously the game is very complex, and also fairly different from any other game I've played, since it really focuses on political NPCs and their interactions, so in many cases I'm just trying stuff to see how it works. There was a previous version of this game which I released a few years ago, which varied massively over its year-long development cycle, and tried out a number of the things you've mentioned. As a rule, the game is trying to balance complexity and understandability. Too complex a game leads to the player rapidly becoming overwhelmed by the sheer amount of information to follow, but there's always the urge to add more, and always gameplay areas which feel lacking.

1) I've dug up my old graphics tablet, so more art can be drawn up. As a programmer, I can't draw faces (hence the characters having none), but I can put more flowers on heads.

2) Multiple noble enthralled lead to an incredibly complicated UI system at times, and make it very hard to inform people of which votes are available where. Even with only three enthralled, it was a mess of "vote options now available". It makes it harder for the player to follow their society's political structure, including the nobles' interpersonal relationships, which I'd like to see play an important role.

On-the-map agents were tried, with some success, but I didn't particularly like how they played out. The game's main mechanics are political, and the agents were outside of this system for the most part, they couldn't interact with it in a way which I felt 'worked' as a mechanic. Instead, they're replaced by powers and buildable colonies.

In terms of expanding the amount of stuff to do, I would probably expand the amount of actions you can take on colonies, to make them more involved, and city-builder-like, rather than add any new agents and complicate things further.

3) I'm not sure I agree. The nations here are entirely political driven. They all start as independent cities, and can merge and split arbitrarily, entirely based on politics. Having them forced to exist in certain ways would go against the organic growing process which shapes the map. Partly answering 6 already: The game is NPC-driven, and nations grow and split based on their decisions (which are based on circumstance and some random chance). If you leave the game running, it will slowly stabilise into large empires after a few hundred turns, but if the player disrupts these then entirely new political landscapes will form. With very minor changes (such as random character death from old age) the map would remain permanently dynamic, and constantly generating new nations as civil wars tear apart old empires.

4) This is true, and we should fix this. We'll add it to the list of tasks.

5) We intend to release a new version on Thursday, which introduces "names". These are somewhat similar to "gods" in That Which Sleeps, in that they are groups of powers which fit together thematically, except you pick two per game, rather than just one. One of these is designed to be more straightforward, with more obvious strategies for the player. In our own playtesting we found that often there is no obvious way forward, and that you'd have to just cause chaos and hope the situation improves. This is not how we wanted the game to be played, so we introduced this new way to spend power directly to achieve political aims. The more efficiently you can do so, the more power left over you'd have to spend on your second group of abilities.

6) The old version had "world panic" and "lightbringers". World panic was generated by you expending power or spreading shadow, with different levels unlocking different behaviours the nobles could take to oppose you. The lightbringers were the ultimate result of this, as nobles could turn themselves into glowing yellow people, who were immune to shadow. They would then form an alliance to oppose you, and start the "defeat timer". The more lightbringers were created, the faster the timer increased. As a result you could muck around for the first part of the game, but had to race against time to achieve victory, once you'd progressed far enough.
We intend to re-introduce a version of these mechanics, sometime soon (with game options allowing you to turn them off, if the player wants a more calm and relaxing apocalypse).

Overall, this game is hard to make, and I don't claim to be correct all the time. Which is why we're very grateful for the feedback, and why it is open source. There's all manner of different ways the game could be taken, many of them just as valid as one another, so I wouldn't want to stand in someone's way if they took what we've done, cloned it, then took their copy of the project in another direction. Would be great to one day see all kinds of That Which Sleeps games out there, all with different styles and concepts.

Hope this clears some things up, and hope the new changes are to your liking, once we can get them out the door (we've got a lot of work of our own, so game dev is slower than we'd like)

Hi Bobby, no worries on the words, you're a hero as far as I'm concerned!

On point 2 - I think there is a disconnect for me in terms of having whole map actions.  It opens up almost too many opportunities because I can do anything (within reason) anywhere.  On the map agents are more intuitive in my opinion because they can guide the player to correct play styles.  For example the "Fish Man that makes Fish Men colonies" needs to go near the coast.  The "Enthralled/Noble/Political agent" needs to go in a city.  The "Military Leader agent" goes on the front lines so on and so forth.  Personally I find this type of presentation much easier to comprehend, but I appreciate it's a preference thing.

With regards to point 3 - perhaps greater feedback would help here?  Show the player how the political landscape is likely to change based on certain actions, show what will happen if no action is taken.  I found myself just voting for the most popular choice in my playthroughs, because I was unsure as to the risks of doing otherwise or the benefits.  I know there are overlays to show the "nations" but if we had some way to see where the political tensions were I think this would be really useful.  Where are the political tensions and what nobles do I need to defame to get the results I want?

I have yet to play the new version, though I have downloaded it.  I'll give it a spin when life settles down a little more and provide feedback but it sounds already like a fantastic improvement.  Names/Gods/whatever that allow a variety of playstyles (and direct the player to do so) are a great addition, in my opinion.

I recall playing the older versions with "lightbringers" and "world panic", I enjoyed that mechanic immensely, personally.

No worries on dev speed - as I said you're doing the (Dark) Lord's work creating this and making it open source and can only offer my thanks at this stage!  Out of interest - are you looking to get your development expertise to a point where you feel you may be able to create the game/kickstart/crowdfund it as more than a hobby?

Yeah, I definitely see the appeal of the agents. Their ability to reduce your range of options would make the game easier to follow and give the player a better ability to plan their future actions. We'll keep it in mind, and see if we can either bring some agents back (possibly with a Name which uses agents) or try to give a geographical side to some of the powers, so you need to focus down on one part of the map.

Maybe it would be useful to see who would like you voting in a given way in some popup you could click to see. "View voting liking outcomes" and then you'd pick an option and it would say "These people would like you more, these people would hate you more if you voted this way". Sounds like it's information the player should have access to, and wouldn't be too hard to implement.

Just released a new bugfixed version, so download that one before you play V3. Fixes a bug allowing 0 cost powers, along with a few other things that were pointed out by the community.

I'm probably never going to develop this full time, sadly. My real job (AI researcher in self-adaptive systems) is what I want to do with my life. Game dev is a fun hobby, but I fear it would be far less fun if I made it my main career. That's part of the reason why the project is open source, so if someone wants to develop it full time they can take it over and make it a full scale project.