Sure! If you have Just a mockup i think Will bene great too
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Thanks for quick answer!
From an outside perspective, seems that you were too much focusing in adding more and more content ( I'm referring to SBTT ). My advice is to focus on the core mechanics and when that one is really good and you have a lot of feedback from players, move to other mechanics .
Do you have UI to show to potential players? I mean, me :D You could get a lot of feedback without code anything, I think is right approach!
Btw, good work, I'm following you because I believe in this kind of games and with the right mix of gameplay elements could be really interesting !
Like I said before, I like your approach in general and also this new update is really "dense", maybe too much ? You should try to explain and test every mechanics separately, so you can learn if they are fun or not!
For example I'm not sure if the player can keep track of all circles and relationships in order to manipulate them, I mean I can see some sort of "information overloading " ?
One of my problems with SBTT was the interface and all the stuff happening together. I suggest you to take a look to Europa Universalis IV from Paradox, or Crusader Kings 2, where player Is able to follow a lot of things together because of the real time pause, of course, but also because of the interface.
My suggestion here is to work a lot on the UX and UI, maybe with some prototypes, to find the better way player can interact with such complex world you have in mind!
just my 2 cents: for me is better to have, one for week/month/whatever, a video where you explain the new mechanics, features and so on, so when you will launch kickstarter/greenlight, there is a lot of material and you can get more exposure even with some youtubers for a review, even if obsolete! I mean you can build your audience and followers in that way, the most "direct" let's say!