This is actually fun and simple. I would continue developing it. I believe it lacks these:
1. Rational pricing; Prices look like completely random. The prices should be determined by the type of the town. For example, a town producing tools may pay more for iron. This is a must.
2. QoL&UI; Obviously, this is a demo level game jam prototype, so It naturally lacks QoL. Some reminders about supply, warnings, better selling/buying controls etc. Faster traveling..
3. Procedural generated map; Currently it's a repeating pattern with randomized town types and names. It could be much better with procedurally generated roads that sometimes end up with dead ends etc.
4. Events; Sometimes I get events, usually in Dark Forest etc. It would be a great tool to learn about what town to come, what road to follow, what good type will be useful. Generically. For example, if I encounter with a trader in Dark Forest, it may say "Hey, you are a trader too? I'm going to X to sell Y and Z, they pay a lot for those."
YasinAhmet
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It's a fun prototype! My critiques are:
1- The game is not comfortable for non-patient players. It would be a good QoL feature to have a "skip animations/effects" option, for animations such as the wavy animation the map does on end of the round.
2- The main game loop and the game itself is good, though not hard. Since it's a prototype, I don't think difficulty should be expected, though I still wanna drop this as a critique.
And a question&suggestion here: Do the upgrades I place on buildings such as Barracks or Blacksmith apply on all the soldiers, or only on the ones produced locally? I would suggest you to make them only apply on locals, because it'll add a massive strategy factor in that way(Combining bonuses etc).



