Thanks for the feedback. Yes, there’s a problem with me not having much time because I was leaving on vacation on January 30th. The problem with the factory—it’s better to go there in the evening, after other activities. I’ll be actively working on finishing the game—there will be random events, interaction with neighbors, music, sounds, and more visual “mood.”
gamecus
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Thanks for the feedback. Yes, there’s a problem with me not having much time because I was leaving on vacation on January 30th. The problem with the factory—it’s better to go there in the evening, after other activities. I’ll be actively working on finishing the game—there will be random events, interaction with neighbors, music, sounds, and more visual “mood.”
Thanks for playing! I’m glad you appreciated the historical context feature. You’ve identified a key balance issue - the clan reputation system and random events can make identical cases have different outcomes, which isn’t clearly communicated to players. The decision reception depends on current clan relationships, global tension, and sometimes pure chance (like in real medieval politics!), but this needs to be more transparent in the UI. Great catch on the repeated cases too - that’s a bug in the case selection system. Really appreciate the feedback!
Thank you so much for this wonderful feedback! I’m thrilled you enjoyed the historical authenticity and atmospheric details. You’re absolutely right about the UI issues - the bottom left panel shows Iceland’s political state (Christian influence, Norwegian pressure, and global tension) but it clearly needs better labeling and icons. The pop-up timing and end-game overlay readability are definitely on my fix list! Your detailed observations are incredibly helpful for improvements. Thanks for playing and taking the time to share such thoughtful feedback!





