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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.