Good start.
Got a few problems.
Jobs: It seems like a Peon gets a Job, but it doesnt matter where the Job is. So you can see Peons run across the map. Work for 3 Seconds and leave because its food or sleep time.
Defense: Enemies will go to a random building and murder everything in their path, even if just 1 made it through. That one Enemy can still get 50+ kills if he crossed or attacks a building on the main road. They just run at him and die.
Also a button in form of a Bell would be nice. To actually get your Archers inside the towers, not having 40+ Archers but only 9 of them in Towers when the raid comes.
Other ideas would be Army/Townguards or the enemies die after having killed a few Peons.
Charcoal and food: When there are long ways or you have a big city, people get hungry permanently and in winter you can lose a chunk of your Peons, because they froze. An idea would be not the Peons themselves need food but the houses. And a market-building could spread itmes it to the houses, making it impossible to run out of food or charcoal while the market is filled. A market could also have transporters who transport items to another market in a 2nd City for example.
Starting a 2nd City also hardly works because of the long ways the Peons walk, and food does get transported from Grainery to Grainery.
Crystals: I could not get crystals. My peons refused to fell wood close to the crystals, even when there is a road present. Which meant no space to place buildings.
There are more but, this are my biggest problems so far.
Viewing post in Prototype is live — and I need your brutal honesty comments
Hey there! Thanks for the feedback!
Great points. I ran into similar issues during my own playtests and thought I'd patched those loopholes. I'll get right on it.
Regarding the massive distances, I’ve been thinking about adding portals or waystones so "Peons" could teleport from one part of the map to another. What do you think about a feature like that?
PS: I'll roll out the markets in the next update.
Hey there!
It's a good idea, i also got a few concerns. If it is open portals, that enemies could use them or that single Skeleton attacks a building close to the portal and murders peons on mass. A red Arrows would be nice to see which path the enemy takes in the next attackwave.
As an idea, make Red- and Blue-Portals, Blue only the Player can use, and Red only the enemy. And with Adventurers you could turn normal Red-Portals blue or reactivate Portals. A Archwizard or Wizard could also produce Portals, or be needed to hold Portals open.
Ideas:
Carters. A special Building which needs Grains and 1 or 2 Peon, which than drives Horsecarts around hauling items.
Trade: Trade with the Alliance via the Harbor (You can get lots of Gold, and have close to nothing to spend it on)
Weapons: Upgrades for Towers/Adventurers/Townguard.
Questions: Do you plan to add multiple difficulties? (May have read too much "I Became the Tyrant of a Defense Game" in the last few days)
I managed to get the Neferu's scene, was not repeatable tho. Neferu and the other would just "smile at me" when trying futher flirt attempts.
As for Relics, i cannot say for sure if they are working or not. (Says the guy who got the 25% Birthrate relic first and always had about 45% Children in the population)
I also got ideas for Relics, Relic-Buildings: Relic-Bakery, automated Bakery that just needs grain to function. An automated Arrowtower and so on.