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From a motivation point of view , it's important to keep a mix of new features in with the bugfixes and user experience improvements. Features are new and exciting, not only for players but for myself as well. Focusing just on bugs and tweaks is a sure-fire way to kill any motivation. To that end 1.3 will contain a healthy mix of both.

After 1.4 Masklings will be getting a lot more interesting to interact with. Trade and diplomacy are both on the list, possibly even subjugating Maskling tribes as vassals.

Hello, I'm playing a lot of the game, and I thought if you want help to improve the game design, I'm a professional design and very different from being able to help with the project!

I'm always open to suggestions and ideas.

You can give me the graphics files of the game, so I can edit and send you, or if you can give me a contact so that we can talk better!

I'm /u/CommodoreShawn on reddit and CommodoreShawn#6231 on discord

yEAHHHH! add!

Yeah i totally understand! didn't think about that!

I played a few hours and the first thing that struck me was the time it sometimes take to get several building built when you set the constructions order at the same time, i think construction queues are fundamental for this kind of game. Just to give an example, i was trying to build a new tower outside the walls, quite ahead of the settlement to expand safely when i had the enemy sighted notification. They were just spotters so i knew a wave was coming (btw, this idea is really good, just to know that something is on the way when you see two little masklings lurking around, neat!).

The thing is i was building homes a the same time and it looked like my citizens were trying to do everything at the same time and so my tower wasn't ready when the wave of maskilngs arrived! I sent an army to deal with them and it went just fine in the end but it really felt like a struggle to get that tower done in time (now i'm just doing constructions one at a time to avoid the trouble).

so yeah, if i may suggest an healthy mix of practical stuff and cool new features, i'd definitely throw construction queues in there, otherwise i really like the idea of mining resources like metals to make weapons, armors and tools with it! Weather and seasons seems great too for agriculture and planification! :)

(1 edit)

Construction queue are already done for 1.3, which is targeted for next week.

Clarification edit: Not a queue the player can manage per se, but your citizens will prioritize structures in the order they were placed.

Glad to hear it! :)