I've missed this so.. better late than sorry this time!
You can find Infiltration open source code here: https://github.com/Gornova/Infiltration
I haven't touched in a year.. so keep in mind is just a prototype ( and it's a mess sometimes!)
Here my feedback on this release:
- sometimes mouse does not highlight properly options in the menu
- why I'm not able to use ice wall to a knight ally ?
- every time you enter a location, a dialog popup. This is fine for new locations, but for older one this could be an option ?
- I think there is a bug: if you open the menu during combat, end turn button disapear ?
Hi againt, I will provide another feedback, hope to help!
Hope it helps!
Hi! I've played version 0.0.6 and found it interesting as concept! I built a prototypeabout similar ( but different concept ), fun to see other people working on it !
My feedback, ordered from first sight to the end:
- at first sight lack of color is strange: why no color almost at all ?
- died at first combat in a cave near the gate: hopefully some easy combat to start with ?
- during combat phase: why there is no auto-end if player has no way to play another card ?
- point of interest ui: choices should be at center, not on the right
- demon hunters has same sprite as bandits ? - some keyboard shortcut could help to speed-up things
- you can scroll the map in every direction ( fine ! ) but player can scroll at one point where there is nothing to be displayed ( bad.. where I was ?)
- in some way the music remind me about diablo
- character design/lack of colors/icons does not match about theme of the game: demons
My suggestion is to keep working on it, put some effort on:
- presentation ( ui / color / user experience). There is a pact between a mortal and a god/demon. Match everything in your game about this. Colors/fonts. Don't re-invent the wheel, just research from famous games and pick your choices
- player journey: provide a simple combat at start, get reward and so on. So player can acquire more cards/allies and "feel" powerful. First five minutes are crucial, design them and ask for feedback about these first approach
- replayability: combat so far is tedius after a while. Player should come back to play combat phase. For me is tedius and I ask for a "auto-combat" option.. not a good sign I think. Take a look to other cards games (like Hearthstone). Players come back to play because there is a lot of different combinations + randomness on card uses.
Game remind me a little old Magic game and of course Heroes of Might and Magic, you should mention your inspirations and take attention on "marketing" side of things. Explain your game vision, direction and keep dev logs!
My 2 cents on this. Don't expand. Test, balance, test again. In this year I've learned sometimes as developer I want to add, add, add. But best for my creation ( maybe yours too? ) is to stop, polish, balance.
And of course explain, tutorial etc.. maybe some let's play on youtube could help too
Good to see you back to work!
Essentialy, this kind of games need for sure a core loop, but more important need to be part of a coherent vision. Priority, priority, priority! Don't add new systems until base systems are working and game receive good feedback from players
Thanks for sharing your feedback, as always is something I really appreciate. Even some words keep time to be written, so hey thanks!
Good work overall, I am sure it must have been difficult to implement all these mechanics. Goes to show you how unrealistic Josh's expectation was.
For me the difficulty is to find the right angle to think about these mechanics. Because takes times to build a prototype, the learning curve is really hard to follow (and it's an hobby, not a full time work for me). I will write on my blog on Infiltration postmortem, hope you will find time to read and comment what I've learned and what I'm expect from these kind of games
About Josh's and Tws: I don't blame him. Having a great vision is cool, but make people believe in that vision is even harder. I think that with right amount of money, at least 4/5 developers in a reasonable time it's possible to build a litte part of that vision.
Not with my money, of course :D
Thanks for feedback @LeKopic ! Here my thoughts:
1) it's a prototype so travelling is just a feature that I want to implement on "bare bones" state, so you are absolutely right! I think I can add a "neutral action" to display that an npc is considering to leaving a city and move to another one and maybe in the future the path and maybe future plans, right move to a city and to another. Tavern POI ? cool idea! I considered only "graveyard" and "dungeons" but taverns will be a cool choice too!
2) you are right, there is only an "on over" effect
3) cool idea!
4) I have to find a way to implement it, but defenetely a good feedback!
5) I have mixed feeling about this, maybe an option would be more clear?
6) nope, should be fixed, do you experienced this problem? How?
7) yes I know, I will work on a video for the future, for this tutorial at least
Thanks for feedback! Really appreciated!
I was busy too, so I don't mind! And thanks for feedback!
I like the idea to work on top of tags, adding some sort of mechanics! I have a lot of ideas on this, also because tags can be a sort of path players can follow to unlock particular powers or other tags too! For example manipulate a particular npc with a strong tag, let them power up and have a more crazy, but physical powerful npc.
And again on city-building side you are absolutely right! I think that with some sort of city map player will have more control on what is going on in the city, where to expand a controlled npc influence and so on. If I can generalize this concept, I can see a possible pattern here: corrupt an npc, expand his influence in the city, or guild, or in another dimension (religion, economic, arcane, etc..) and get bonus for this powerful npc.
A downside of this approach is that player, as you said, should keep attention on a particular npc, where he invested time and resources: right now a crazy enough npc can die in a fight and player could potentially lose a log for this.. If I'm the player I will be a little pissed about this :(
For the ui report, thanks, I will investigate! I have a lot of bugs to work on it, but I need to focus on complete core mechanics first! I know you can perfectly understand me on this side!
Thanks again Archifenix for sharing your thoughts! I really appreciate your words and sorry for being late :D
About rebellions right now what I need is to find a way to let them become part of gameplay, not something a player, like you can hate. I liek the way you bypassed the problem! This could be a sort of emergent gameplay? I'm not sure anyone besides me and you could appreciate this, but who knows!
The freeze problem is something strange, never happened to me: the game after loading will be on memory (it's a small game, btw) so it's really strange! Let me know if you experienced this kind of problem again!
First of all, thank you for feedback! I want to stress everyone with interest in this kind of project to provide feedback like you, it's very important for me in order to keep project running and also for motivation!
Like you said, this is a prototype, so only basic gameplay elements are present and I have to keep calm and don't add too much stuff. I've said in bay12 forum thread, my goal for this project is to create a working gameplay with base mechanics, test them with players interested in genre and after that expand it, maybe in a more visually compelling tecnology.
After "living cities" update, there is a lot going on on npc side: they can gather resources, get followers, solve quests and this happens every turn, on every city. Almost every players reported that this simulation (more a board game right now) produce a lot of informations to follow. This is a choice I've made to create a "living world" where npc acts and follows their directions and if a player is a god, how much he can affect the world? Right now only indirectly: you can "force" a npc to follow your "calling" and search for lost knowledge or manipulate him to work over relationship. Maybe you miss the relationship manipulation, on actor panel: you can see currently selected npc's relationship with other city npcs and which kind of relation they had, like for example "HATE" (the only one right now, btw).
Balance like you notice is also a good point right now, if you were able to wind without manipulation 2 times, I suspect you will able to win every time now.! Seriously, this will depend on how to organize player actions: I have some ideas, but I like also to read some suggestions too. Regarding rebellions, I have to work on it to make less common event, but depends on food, like you notice.
Investigation are based on clues: every action player mades in a city create small clues in that city. From time to time, there is a little chance for every npc to follow this clues and rise global awarness level (until defeat). Is a simple system I've designed to keep play into a loop (do action -> create clues -> uncover knolwedge before global awarness go too much high), but is not working fully because player is not fully aware on how much clues are left behind, where and which npcs are more interested in investigation or not. For example, is a nice idea for a "corrupted" npc (I mean focus + calling ) to start investigation ?
Thanks for try my prototype, really important for me! And about TWS, you are right, at least you can play this prototype and provide feedback: I strongly believe in this kind of approach an encourage you to "spread the word" about Infiltration to any people you think could be interested, my hope is not to create a replacement to TWS, but instead an interesting game (with working demo!) with clear mechanics and gameplay balanced enough to be fun. For me fun in this kind of games is to force the world to follow your rules and actions, using manipulations and so on, but also to give players this "level of power" they need to understand to what is going on and from your report, you get the whole idea, so thanks for report!