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(4 edits) (+1)

Thank you for the in depth feedback, in general you mention a lot of problems i hear from many as well as good advice

>"UI looks partially broken in 16:10"
-I didnt check for other resolution types, i will try to fix that, thank you for pointing it out :>

>"Being monochrome is visually 'cool' but sucks for grabbing attention and pattern matching."
-Understandable, I will most likely end up clumping certain stats together in colour palettes to makes it more readable, stuff like cards focused on strength having also some red colour for easier visual recognition.

>"If I am holding a character card, it'd be nice if hovering over a unexpanded event card would expand for me."
-Never considered that but it makes sense.

>"I assumed it would be a scroll since it's a tower"
-Never thought of that, actually a really good idea. Ill also implement that if you click and nothing is being dragged you can move the screens around

>"Card events are unexpanded on turn end"
-It used to remember what was open and what not, but i broke it soemhow and now they dont reopen again after the outcome phase. Id also -like to add a symbol in the case an event changed during the outcome phase.

>"I do... things then the noble shows up, and at this point I get the idea that we are probably bad in a bad world or something with all the descriptions."
-Yeah its a bit too on the nose right now, i need to fix that. Id like to make it so that the noble only shows up if you have infamy cards. Maybe when i implement the tutorial ill also give a choice to either get 1 or 2 followers or 3 to 4 slaves instead. So that the player can decide who they are.

>"I get bodied a couple times by the guy, it's at this point I am more confused by stats, why are there two numbers above and below each stat? Also the buff/debuff cards also have two mults, which I assume is debuff against enemy, and buff to me? But which is which? And do these only last for one encounter, or stack over turns?"
-Most people understandably got confused by that. The two stats mean its a range that the character can roll during the outcome phase, while the buffs/debuffs also roll in that range.  The most confusing part is that the buffs only apply to cards that are left of them, and if there are two buff slots in one event, it means that one is for the enemies and the other for your allies. its very hard to understand and i need to fix that, thanks for clarifying your confusion and stating your experience.

>"All my guys are dead now, and I only just realize that I can place location cards into some of the event card slots to do more actions."
I think youre one of the few who found that out. Your commitment to trying the game out is impressive and im thankful for that. I will add to their descriptions that you can do that and highlight events if any of their sibling events is able to slot them.

>"When I do the LURE THEM quest to purchase followers, for some reason the event card is staying up despite not having a location card or otherwise on it."
-I didnt know that would happen. i either forgot to link something or the game crashed maybe. Ill have to look into that. Thank you :>

>"I feel exhausted trying to understand wtf is happening."
-I apologize for the experience you had. Thank you for playing it though and writing down your feedback, ill use it feedback to try and make the game more understandable and easier to navigate. Have a nice day.

(+1)

After cooling down a bit I wanted to say that even though I complained a good amount, I can see what you're going for with a pure discovery game. And due to that, suddenly jumping into that kind of game can be off putting if not in the right head space. Taking a couple attempts to really get it. Though, perhaps you could onboard with a simpler scenario to ease in gameplay elements.

 > explanation of stats

Okay that makes sense I guess. Typically ranges are shown as '3-6', and mult would be '.25x-1.3x', though I can understand why not as it makes the stat display wider. However, if you can't make it more obvious that is the range, then I don't know if that's a worthy trade off(for one who learns purely from playing). Another way to make it more obvious is actually displaying what is rolled somewhere, like the end turn event screen or above the event card area.

Also regarding drama cards only affecting the card to the left, you could add a graphic that binds those two cards together so it's more clear, or use arrows. Here's my artistic rendition of that, ie bookish style on left, arrow on right.


(+1)

I really need to fix the ui in different resolutions, that header displacement is atrocious.

>"After cooling down a bit I wanted to say that even though I complained a good amount, I can see what you're going for with a pure discovery game."
Dont worry, it was fair feedback and as i stated im unsure if i even want to continue. Ill give it a bit more of a try but if i consider the total feedback from everybody i will most likely project hop to something simpler once more.

I  didnt do it because of it being too wide.. But nobody understood what i was going for, so i either have to explain it or just make it wider.  Showing the rolled result at the end was on the list.

The book and arrows are a bit hard to use, as in the case of the noble challenger the fifth emotion slot can actually affect the 3rd and 4th slot. I would most likely just use a line and maybe a colour indentation to visualize groups within an event. But thank you for the idea and feedback, its very helpful.