Bunun için bir oyun diyemem dürüst olmak gerekirse, ancak hikayeye içini güzel dökmüşsün. Belki bir miktar interaksiyon eklenerek(seçenekler vs) gerçek anlamda bir oyuna dönüştürülebilir
YasinAhmet
Creator of
Recent community posts
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."
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).



