Skill tree doesnt work
Sober
Recent community posts
Yeah to avoid the difficulty to be too easy, the peasants could be already here it's fine, just add them an animation of rocck throwing, also I get it you want minimum damages done for the time balance, just make a fog that damages the wall, or lore around that, it's fine also, because we atm loose shield even after clearing everyone wich is logical in gameplay, but not in sentiment
Great Prototype, would suggest more units to buy, maybe having a way to upgrade the AOE detection (in later stage, even if you have 1AS you kind suboptimize it, and would also be interesting in a way that having higher AOE = more split damages, I get it the the peasant maybe do damages without doing anything but it feels weird, I would suggest something thinked around that so it makes sense that we loose shield over time, maybe a dark fog or whatever, cuz I wasn't understanding that a tstart
In the same idea as other commentaries,
I don't mind having to do exactly what is supposed to be done in order and try to figure out, but those games are interesting because it's only text and they can hook you. Here, it's only text and I'm "forced" to follow the exact path, in Terraformental for exemple, it's only text but at least I have multiple choices.
Long story short, what does this game brings more than other incremental text based ? I can't answer, but I can defo say what it is doing worse.
Overall the game is cool, but I think, a heavy rework on how things should be done is necessary
Fun experiment, incremental balancing feels great, you can focus on some trees for specific issue, but in my opinion drastically lacks of gameplay, yeah it feels smooth, but.. even if I had fun, I'm not sure if I would be willing to pay to do the exact same thing (mouse my cursor toward the shining stars)
Overall a great 6/10.
Early ultra RNG based, the game is not "hard" it's just RNG high rolled base, if you don't take forced BIS cards early you can't really go forward, later in the game, same thing, if you low roll, you loose your entire run on lack of luck.
Need either a heavy balancing or just a meta progression that makes it less RNG.
Otherwise gameplay all alone taken is okay, not crazy, nothing innovative but works, arts & sounds are beautiful.
It's a great experience, I had fun clicking in order on what I had to do to finish, but I said experience for a wise reason.
The concept is fine, but the game really need some sort of choice, maybe RNG with some roguelike mechanics, menaces, ressource management maybe.. Actually it's more a sandbox where you just a to follow directions, no pressure nothing, it's like watching a video,
I like it ! I wouldn't say I didn't, but I would defo not pay for a game if it has this content, since it's nothing that I've did, it's again, the differennce with an incremental is that at least, I have to do some things, and discover them, here I know exactly the order, there is no surprise, it's like playing any other incremental knowing already what's coming at the end, and never having few challenge that forces me to focus more on something than other.
Overall 10/10 still, but 3/10 on content wise if I consider the demo content is close to the final product.
Great concept, probably still a prototype,
The tree is kind small,
There is no downside to end-day, so you can just farm money and removes the purpose of training or fighting (you can just LABOR)
You finish the tree in few days, then spam stats randomly & destroy everything,
I think each upgrade tree should be locked by Fame requirement, tree should give % of stats and not fixed, since you can train for fixed, I don't understand some of them like "you can train", unlock mooves.."
Well, I've just spammed Labor, upgraded everything, then Idk.