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Squilon

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A member registered 41 days ago

Recent community posts

(1 edit)

I just played through to a victory on the latest version of the game, here are some updated thoughts.

Before I get into it, I want to say that I had a lot of fun and am glad to see continued active development on the game. I'm especially impressed by the implementation of the rudimentary economy with tutoring, the Armory, the Tavern and salves, it really makes the characters feel more alive and the hold/town feel like a real community and not just a reskinned Fallout Shelter. Most of my comments will be related to things I think might be improved, but that's just because the overall quality and enjoyability are high, and I firmly believe they can continue to improve.

The first is the level of difficulty. Once you get the hang of it, the game is really just a matter of waiting and time, and if you do things right it's basically impossible to lose. Either upping the AI's capacity to effectively employ the game's mechanics, giving them a boost, or adding a late-game threat might be a good idea in order to make the game more challenging (and thus replayable); if necessary, a difficulty level toggle might be added so players can adjust the challenge they want to deal with. The Wilds are also too safe, in my opinion; I only ever lost a single Kin out there, because I forgot to send out salves, she became an elder, and I forgot about her until it was too late. It feels like the Wilds should be a high-risk, high-reward type of situation, which isn't reflected at present.

There are a few elements of the game that don't seem to fit in with the present mechanics. For example, while the Beacon and its associated gameplay are gone, you still get quests regarding the inspection and admittance of travelers, something that can now only happen when encountering a drifter or new character out in the Wilds. Likewise, the whole cot/research mechanic for the Apothecary doesn't seem to be implemented (or at the very least I didn't see it at work in my playthrough). Mines on the Valley map you discover also makre reference to ore and the smithy, which also don't exist as of yet.

Edit: adding here, I've never seen drifters raising a black banner or founding their own holds, even after reaching the amount that would allow them to do so. Was I just unlucky, or is that also not yet implemented?

Regarding the Beacon, its elimination made Charm as a stat basically useless apart from slightly increasing success rates on the Pairing Bench, which isn't really enough to justify it given the concrete and essential uses for the other 3 stats. The Tavern goes a good way in remedying that, but it's a building that uses few Kin and is only accessible after you convert your hold into a town in the mid/late game.

This might be a bit too ambitious, but maybe some sort of inheritance mechanic for the gold and equipment of Kin who die of old age inside the hold could be implemented? I've found that, except for the Kin who tutor children in the School and always become filthy rich, Kin usually struggle to build up enough funds over their lifetimes to truly and fully participate in the economy. If a dead Kin's gold and weapons/armor could be inherited by their children (either through primogeniture, going to the highest-statted, or equal sharing-out), it would be a great way to further stimulate the economy, and also give an additional incentive to breed lower-statted Kin who might otherwise not produce any offspring, in order not to lose their wealth and property.

Edit 2: there also seems to be no reason, at least to me, not to swear in a rival hold after defeating it in battle. You might get a bit more gold immediately for sacking it or razing it, but swearing it in gives you free gold periodically with basically no risk. Maybe rebalancing those options might be a good idea.

Finally, once you reach a certain mass of Kin, you start heavily repeating both portraits and names, it might be a good idea to add several more of both. It might also be a good idea to unify the artstyle for the portraits, right now there's a mix of the more anime-style originals with the more neutral new ones that stylistically don't really mesh well.

All in all, great game, I'll be checking in periodically to see how it develops and do another playthrough once a new version drops.

Great game, I really enjoyed it. Since you're in active development, one thing I'd like to mention is that the game is very short. I beat it on my third run, and it only gets easier after that as you unlock more perks with each run. Some further levels or challenges (I'd favour this, as the game really is too short for how fun and engaging it can be), or some sort of new game plus or challenge run where you can apply your experience and perks to more difficult scenarios, would be really nice.

As an aside, I'd also enjoy it if the lore and flavour were developed. As it stands, you have no idea why you're doing what you're doing, what the Archive is, what the books or enemies are, or why you win when you get to the final location. I feel like that aspect of the game might have great potential, and it might even inspire you with ways to address the issue I described above.

All in all, great work, and I'm intrigued to see how it continues to develop.

Thanks for the reply, I'm glad you're actively developing it and will keep playing it, I've been having lots of fun with it. A suggestion, make of it what you will: the Pairing Bench visuals for the female Kin are a bit "suggestive", at least to me; maybe it could be toned down or changed.

Great game, I've been enjoying it a lot so far and am very intrigued to see how it develops. If you wouldn't mind me asking, why'd you remove the Beacon and Prison? Did it create too much of an imbalance between the player and the AI, or was it due to some other reason?