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guywhoknow

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A member registered 8 days ago · View creator page →

Creator of

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Hey there!

Thank you so much for your feedback! I’m incredibly glad to hear that you're enjoying the direction of the game.

Regarding your suggestions:

  • Skeleton AI & Raids: You're spot on! My plan is to make them truly smart and adapt with a progression system. I want them to remember their past failures and actually learn from the mistakes of previous raids.
  • Warp Stones: Portals are actually coming to the game very soon, right after I clear out a few bugfixes. I recently added a Crystal Fever disease that affects non-magical villagers. Since warp stones will use crystal energy, emit raw magic, using them will be a double-edged sword—boosting efficiency but risking the health of your workers.
  • Map Preview: This is the trickiest one at the moment. Since the world is procedurally generated, a standard minimap doesn't fully capture the terrain layout. I completely agree that this is a highly requested and much-needed feature, so I need to spend some time thinking about the best way to implement a proper preview.

Thank you again for your support and for sharing your thoughts—it really helps motivate me to keep pushing forward!

Yo, let's go in order:

1. Mushroom forest

I added it purely for biome diversity, but honestly, I feel like the mushroom forest is a candidate for being cut from the game. A magical forest with crystals sounds cool, but a mushroom forest... I mean, maybe I could come up with some small faction/people living there that you could trade with, etc., but for now, it's better to treat it just as a quirky decoration.

2. Necropolis

The Necropolis is a crucial part of the game's story. I'm thinking about adding a toggle for sandbox mode so players can disable its spawning, but as for destroying it in the campaign... I think that will be one of the major story-driven choices later on.

2.5 Enemies

I already have some ideas for new enemies, but they aren't mushroom-related :D

I don't want to reveal what I'm planning just yet since it would be a bit of a spoiler, so let's just say it's to be announced. For now, I'm going to develop the undead theme for enemy raids. There's still a lot of cool stuff I can do with them so that undead raids feel like a proper challenge for the player, rather than just a couple of mindless bots rushing you (though the first few raids will look like that).

3. Factions

There won't be a faction swap feature in the game. It's an interesting concept, and I could technically implement it, but I want to keep this game focused as a classic "settler" city-builder. I have tons of ideas for other strategy games where faction mechanics would fit perfectly, but I don't know when I'll actually get around to making them.

Building Ideas:

  • Harbor: Interesting idea! I'll take it into consideration and look into it.
  • Various crops: Another one awsome idea! But i guess different crop types should provide various bonuses to settles. So will work on it. 
  • Barracks
    The idea of connecting them to walls sounds really cool. As for the barracks themselves and controllable units, I’ve actually already implemented them. The only reason I haven't added them to the game yet is because I'm having some trouble with the visual assets. Or rather, the lack of them. I’m currently using an asset pack for sprites that doesn't include any human warriors or mages. Because of that, I've put this feature on the backburner for now.
  • Portals: These will be added to the game very soon. To be honest, I've already coded them!) They just need a little bit of extra polish.

Hey there! Thanks a lot for your QoL feedback.
Got you, I'll get to work on these.

There some... Strange features. One of the core buildings is a temple of gods, so this gods mechanics is very intrusive

Hey there!

Actually, the current raid system is still very much in the "prototype" stage. The skeletons have gotten smarter, but for them to become truly "organized," they need to go through a bit of an "evolution" as the game progresses. I think that instead of just increasing their numbers, they should start getting "leaders."

I also want to add more "world" threats and certain penalties (for example, bandit camps spawning near the kingdom if the population remains unhappy for a while).

Thanks for the feedback and these great ideas! I'll also look into the Crystal Harvest Post issue you mentioned.

By the way, what do you think about Nova Roma, the new game from the K&C developers?

Personally, I played it for about 20 minutes and just closed it. For some reason, the Roman city-builder setting combined with the god mechanics just pushes me away. And the optimization... I didn't think that nowadays someone could make such a relatively simple game so poorly optimized.

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Hey there!

Yeah, there are no more quests after you find the 5 shards. I released this game as a prototype just a couple of days ago. The questline, buildings, and everything else will be expanded in future updates.

Finally! Yeah, Kingdoms and Castles is the main inspiration for my game :D

K&C can feel a bit tedious at times. The first few times I played it, I was absolutely thrilled, but then I started to realize there’s just not much to do... Okay, I built a kingdom, solved all the problems, but what’s next?

And I wanted to make a game with the spirit of K&C, but with a much bigger map, magic, and an overarching global lore.

Not planned

Yoo bro, thank you a lot for your big and extremely constructive feedback!

First of all, I’ve gotta say you literally took the words right out of my mouth regarding using the adventurers' guild to defend the town. I'm designing this game with the vibe of not just playing a city-builder, but also "watching a fantasy anime" (just not an isekai/reincarnation one). And in anime, that's exactly what the adventurers' guilds do!

It’s a super interesting idea to give "Heroes" (as a general term for the MC, advisors, and unique characters) active abilities so they can personally defend the town from the likes of Mr. Skeleton.

Honestly, I’ve always loved how a critical bug or oversight can accidentally create a hilarious story, like your Mr. Skeleton wiping out 30 people on Main Street :D

As for the resource and production balance, it's a known issue and I'm currently working on it. Charcoal actually has some really weird bugs right now—sometimes it’s sitting in the warehouses in huge quantities, but the settlers still freeze to death anyway...

Long story short, I’m working hard on improvements and bug fixes, bro. Your feedback is absolutely phenomenal in how constructive it is. Thank you so much, I really appreciate it!

As a huge fan of city-builders myself, I fell into the classic developer's trap of thinking "well, this mechanic is just common sense!" But your feedback is a great reminder that clarity is key, and guessing games aren't fun.

Hi!
Someday for sure, i dont see "blockers" on it

Hey there! Thank you for the awesome feedback! I'm glad you're enjoying the game so far.

Of course you can make suggestions, it will help me make the game better!

Regarding your points:

Walls & Raids: Yeah, walls durability is a my bad, will fix it. Actually, I’m planning to rethink the raid mechanic entirely. I'm considering something similar to Factorio, where a crowd of skeletons will first gather in the corrupted biome before launching the actual raid on your settlement.

Adventurer parties: The single-party limit is actually an intentional design choice for now. The Main Character is the key member of these expeditions, and im planning specific events and scenes tied to them (for example, when finding Astarta). It wouldn't make sense for these to trigger without the MC present. However, im thinking about how i can expand or adapt this mechanic in the future.

Workforce/Logging: This definitely sounds like a no free workers or priority bug. Thanks for reporting, i'll investigate this.

Closing gates is a great idea.
About idicators, will think about it, maybe some building should provide indicator... Like a observation tower or smth

Got you bro

Yo bro!
Thank you so much for your detailed and thoughtful feedback!
Since the game is still a prototype, some quality-of-life features and buggy things can easily slip through the cracks during my own playtests. Working on impovements.

Were there any non-obvious things? For example, ruins exploration —i guess not everyone figures out how to send settlers there

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Multiple difficulties not planned yet. I want to make the dating sim / relationship system deeper after fixing the bugs. Did you manage to open the scene with Neferu?
About ideas, great points.  I’m on it.

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.

Yo bro! Thank you so much for your thorough feedback, I really appreciate it.