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Infiltration

A turn based single player asymmetric game where player take control of an ancient one and manipulate the world · By gornova

1.0.0 build feedback Sticky

A topic by gornova created Mar 18, 2019 Views: 345 Replies: 2
Viewing posts 1 to 2
Developer

Please share your thoughs here

Really glad rebellions are no longer a game-breaking issue! Glad I could give this one a try.

My experience has been generally pleasant, with the issue being some minor bugs and a major one.

- Some commands seemed to not work at random times, particularly the moving and calling commands.

- Moving command consistently refused to work under Lanitir, it would still refuse to work in other cities at random times.

- I seemed unable to influence characters with 3 districts in a city. This seems intentional, as no character in my games ever owned a full city, but I thought worth mentioning just in case.

- The hidden PoI featuring a battle refused to let me actually fight the battle with some characters. I tried first with a thief and then a mage, not sure if that is important or not but it was not until I slipped in an assassin that I actually managed to fight the battle and retrieve the forgotten knowledge.

- Sometimes, when moving, characters would jump from one point of the map to the other even if there was no connection (Hidden PoI > Vokar/Salin directly with no in-between travelling). I managed to induce this by ordering my agents to move from said hidden PoI to said other ends of the map.

Since the game is just a prototype and there is not much to do otherwise I tried to just play it until conclusion, it was surprisingly quick once the "rebellion spiral" is out of the picture.

Good work overall, I am sure it must have been difficult to implement all these mechanics. Goes to show you how unrealistic Josh's expectation was.

Developer(+1)

Thanks for sharing your feedback, as always is something I really appreciate. Even some words keep time to be written, so hey thanks!

Good work overall, I am sure it must have been difficult to implement all these mechanics. Goes to show you how unrealistic Josh's expectation was.

For me the difficulty is to find the right angle to think about these mechanics. Because takes times to build a prototype,  the learning curve is really hard to follow (and it's an hobby, not a full time work for me). I will write on my blog on Infiltration postmortem, hope you will find time to read and comment what I've learned and what I'm expect from these kind of games

About Josh's and Tws: I don't blame him. Having a great vision is cool, but make people believe in that vision is even harder. I think that with right amount of money, at least 4/5 developers in a reasonable time it's possible to build a litte part of that vision.

Not with my money, of course :D