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(1 edit) (+1)

Hey, this is a cool game concept and I particularly liked the traits system!  The mission is also clear from the get-go. The number and complexity of the systems in this game impressed me, well done on completing all this in time.

What could make it better:
UX:
1. there are too many systems at play at the start and I didn't really know about the build menu until I tried tapping the bottom. (Tutorials would be good!)
2. can probably do away with the recruitment segment if your beds are filled
3. needs more tooltips!

Balance:

1. too many days spent making no meaningful decision
2. resource generation is too slow
3. hard to recover when someone destroys your houses early 

(1 edit) (+1)

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.


We're adding tooltip to explain all buttons and fonctionnalities to the Player. We also will progresivly introduce the fonctionnalities to not over inform the player in the early game.

Now the recrutment phase is skipped when all beds are already filled. Only the fade in / fade out black transition screen is displayed and a message is added on the center of the screen telling player it must add new houses. We also added a save icon as the game is saved between the recrutment phase and the camp phase.

We will also add tooltip in camp to tell player witch building has been destroyed or witch citizen has been murdered.


We also will work on balance as this is the main mistake of our game submition.


We have many ideas for the future. We need to determine witch ones will be good and then implement them. Some of them :

- world events

- merchant

- truth potion to reveal hidden traits

- traits intensity. Low intensity trait has poor impact or low trigger rate and high intensity trait has rich impact or high trigger rate.

- camp extension

- ...