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(+1)

I can see so much potential in this game. The visuals and audio are exceptional, story plot is solid (and mimics game devs current demise lol), with a bit more polish and UX this game can go far. Here are my 2-cents:

- Show, don't tell (but ig this is due to time-constraint). I'm presented with a wall of text for tutorial, but I still don't know what to do when I get into the game. I have way too many people initially in the settlement that I can't fully trust, so the game's first 5 minutes is just reading texts upon texts. If the gameplay revolves around reading texts, ya need to really amp the polish and juice of text-reading; click outside to close UI, click on item to open Item book, click faction emblems to open Faction book, etc. 

- What's the purpose of the game? Am I playing to win? Until everyone dies/resources drained? What are the consequences of my actions?

(1 edit)

Hey, thank you for your remarks!


We both, NoCymer and me, want to continue this game. So we're working on the UX design of the game.


Your propositions about UX are really interesting!

We added modal close functionnality on backdrop click.

Now traits book is oppened at the correct pagewhen you click on an item if the item is linked to a trait. Also if you click on a trait in the citizen description sheet it opens the traits book at corresponding page. Same things for the faction emblem.


About game goal the original idea was to try to survive the longer as possible and with the most citizens as possible.

For this we will try to work on balance (this is the main mistake of our submition).

We also will indicate this goal to the player.

Maybe we can gererate a score in the game over scene.

And we will also add secondary objectives. Some ideas :

- Reach X citizens

- Survive X days

- Build X buildings

- Reveal X hidden traits

- ...