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I think one of the most important things is going to be clearing up the descriptions - what I mean is that a lot of the challenges are randomly assigned text that is not supposed to belong to them, and a lot of challenges (like infiltration) do not have text to say what is needed to do them (like how I need a cult to infiltrate a location - or what happens in location that do not have a cult and how they can be infiltrated)

otherwise, it is definitely...interesting, although I do feel like I have to basically get a city right next to a university so I can immediately infiltrate it and thus reduce the amounts of understanding generated; especially since, when inquisitors are in play and I want to remove them, that just creates even more evidence to be used against me (and possibly to grow understanding)

orc upstarts basically require you to have a kitted out orc (or at least get vermin) so you can deal any kind of damage to the 8 damage dealing upstarts, which makes orc gameplay significantly harder

the way the new map looks is a bit eh in my personal opinion, as I much prefer the hex based one, especially since it meshes weirdly (suddenly cuts off into new pieces of land) as well as geenrates small islands in location that are purely ocean making me think there is land there

there are also problems such as there being no way to make a dark empire - since it still shows the old description, yet seemingly needs something different than a capital's ruler being at 100% shadow

(+1)

Thanks for playing and giving feedback.

You're right that even at this early stage the descriptions need to be a better. I've gotten so used to testing it myself that I don't even read the descriptions, so don't notice that they're wrong or missing. I'll have to look back over them before we do any more testing. For instance it possibly hasn't ever actually been mentioned that a cult allows you to infiltrate around the cult AND the entire nation the cult is in, so you don't have to place cults right next to locations you want to infiltrate (like universities). I also think maybe the game needs to explain better that stopping understanding is useful, but not always critical, if you can win before it becomes a problem then you can just do that.

The map graphical issues are something that I planned on fixing, but wasn't yet a priority. I think the hexes look cool, but they were a Unity asset store thing, and I'd like to have a unique style to it. Having the terrain as this giant shader lets me do some new stuff with it. For instance Deep Ones will gain the ability to raise sea level, to drown entire cities and nations. It'll also allow weird shader effects so we can have stuff like "The Color From Outer Space" or giant fungus growing all over the map. Definitely needs some work, but hopefully the advantages will be useful.

Anyway, thanks again for playing, I'll try to get it at least slightly more playable in the immediate future. Maybe it needs some placeholder messages just to say what's different from Shadows 1, before a real tutorial can be made to explain cults, evidence and understanding. 


I see, thanks for explaining

I am not sure if I need a tutorial exactly - SOFG was played by me without a tutorial as well (for the most part), most if not all the information was able to be inferred from the challenges or the quest descriptions - as such, I would request that those be the foci - something like having infiltration describe what is necessary for it to happen, or maybe having specific quests by the heroes describe what the quest is supposed to achieve (which would also be useful for quests like guarding - like, if a human is being guarded, it would be nice to know for how long they will be guarded. in fact it actually would be kinda nice if obsessively liking a species would not result in someone just becoming a dedicated guard forever)

what I can say are some nice changes mechanically or UI wise are how shadow does not spread as easily, how infiltration is not a thing that "just happens" anymore (since you need to have a somewhat significant cost to basically start doing it), and the way that the challenges are filtered (based on stat used or things like infiltration) means that it was easier to actually see specific things; especially when you have things like death, souls or geomantic loci in a given location since those added a looot of challenges you might not wanna see right away. I also like how numerous challenges have "other" effects that basically make them easier (or harder) like how cults improve certain challenges based on their growth

one of THE most important things right now, I believe, is to mark which challenges create a piece of evidence in the first place. as an example, I infiltrated two universities next to one another and put cultists into their faculty - however, the game never mentioned that at any point it would create a piece of evidence, which is especially counter intuitive since the evidence is right on the location where it would also be studied