Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

When I woke up today, I thought of a couple of things.

1) I realized that I'm dominating a LOT of the conversation in this forum.  We (that is, you, me, and anyone else who shows up) have to keep in mind that "what Seamus likes" and "what makes for an interesting game" are two non-identical sets.

2) Similarly, "What makes for an interesting game to experienced players" and "what makes for an interesting game for new players" are also two different sets.  At some point down the line, it might be worth implementing a difficulty setting so that new players don't get frustrated and quit early.  For example, whether Threats can be attacked using any Defense points or only Defense points generated this turn, whether nodes on the Technology Tree are hidden at the start of the game, whether end-of-turn Wellness decay drops in response to generating a Crisis Point or drops when the relevant branch is no longer active, whether the player needs to achieve one victory condition or all five victory conditions to win the game, and so on.

Of course, having two different sets of rules, either of which MIGHT be active during one particular game, will increase the risk of bugs, so this is definitely a low-priority idea.

(+1)

No worries. You have had some pretty good suggestions so far. 

We are working on something that might help with difficulty levels if it works out. Some new sub-factions with a unique gameplay effect and a pair of unique buildings. Should be in the next update, might put out a dev build soon for some feedback on it but it will probably be a bit buggy.