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(1 edit)

okay here's my review lol


over all its an okay concept there are few things needing smoothed out such as getting rid of the selected item in hand can be finicky often having to press and unpress a button option i dont actually need in order to deselect

doors should auto delete a wall as you place it. this is more of a creature comfort.

but my biggest issue is i dont feel like a lord but more of very busy mayor. a lord has people to do stuff such as build the homes and figure out who has what job or who owns what land there are times when a lord involves himself things do need his seal at times but a lords job really is more administrative. villagers build there own houses lol this is more of a colony building/ logistics game with a royal theme to it. also a lord would never know the name of some simple farmer thats just never happens. why i know the names and faces of my villagers is beyond me, in those times i might glance at you in passing but you would be damned lucky if i decided to do so.

anyways i dont know what your veiw for this game will be but ill check in again in the future see whats what. ill probs stilll continue to play its just not what i would call being a lord of the land would be

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Thanks for the feedback :) I really appreciate it and helps me build a better game! To address the points you've raised, I can absolutely see where you are comming from. In the demo I focused only on the core gameplay loop of expanding your settlement by building and making resources to build more. I designed the demo as a minimum viable product to get feedback early so a lot of that lord fantasy elements are missing.

Now that the core loop is there, my plans for the next updates will try to emphasize that bit more. A major difference will happen once villagers will own their own harvested resources which the player can collect as a tax. Villagers will then also be able to use those resources and build their own houses while you define the layouts much like in other games like Rimworld or Prison Architect. I will also focus more on the zone management aspect as you will be able to define what type of crops they should be planting, change priorities or manage tax collection policies. 

Much later in the development I also plan to add public events where you enact the ruler fantasy even further by making lasting decisions about their future. They can approach you to resolve conflicts, to give blessing to their marriage proposals, you could throw down festivals, enact policies and simmilar situations but features like these have a long way to go right now.

Regarding why the villager names in the game have their place I feel that it makes it easier to recognize villagers individually as you make decisions about them. Even if the lord might not remember the names of every villager, they (or rather their  servants) would still keep records about villager's criminal activities, taxes and such and those names would be available to them should they choose to learn them, much like in this game are available via various UI elements in the books.

Regarding the deselection issue, I implemented the ESC button functionality for this reason but I need to emphasize that more to players since it is not very clear. You can also let me know if you would prefer a different way of solving that issue. I will also make sure to add the door-wall replacement functionality in the next update :)

Thank you for giving it a chance and providing your feedback. I am vary happy you decided to play it and would love to have you around as the game develops further. Consider following me on social media for the latest updates! (lordsandvilleins.com/#social)

Wish you an awesome day and happy landlording! :)

the best deselect button layout ive seen is diselect on right click. usually deleting structures has a button or option somewhere on screen. im used to being able to deselect or exit out of something with right click but im not sure if thats just me. i play alot of city management games like this and thats a common feature,


ill deff follow on itch.io  but unless your on reddit i dont really do social media so i dont got any accounts on anything lol unless your on youtube

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Yeah, I kind of felt like the above poster. I was thinking something more like the management of like Majesty where you don't have direct control. Personally i think it would be cool if you could just allot land to a peasant for a specific task like farming and it was up to them to manage it and the only way you control it is by dictating what taxes you want. low taxes maybe they invest more in their house or something, high taxes less so, maybe you demand taxes paid in wheat or carrots which might affect what they grow.

and you were just responsible for building your own manor. which i think would offer interesting gameplay, you have to extract from the peasants to acquire resources to build your own castle/manor whatever, which creates interesting friction.

But it's not my game obvi and im sure you have your own vision and all this being said, I'll probably still play it when it comes out.

Hello! Thank you for very valuable feedback! This has been popping up especially recently so it is certainly on my mind. I would love to give players a lot of possibilities for self expression and creativity but I also want to emphasize the lord experience that does not fly in the way of micromanagement. Currently I'm thinking of making that optional, so villagers could be autonomous in planning their own buildings but players could also lay down plans like you are used to from Rimworld. I will have to do some playtesting before I fully commit to this idea :)

Thank you for the quick and thought out response, Happy to just put in my 2c if you need anybody to help play test future releases just let me know. :)