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Quick review

A topic by ittho created 3 days ago Views: 22 Replies: 1
Viewing posts 1 to 2
(+1)

Hello,

I played your game for a few hours, up to the end of the game (Exaltation).

What I think works well: the main incremental gameplay loop, in the "Buildings" and "Jobs" panels. As it's the core of this genre of incremental games, that's good news! It doesn't break new ground, but it was enough to keep me playing at least.

What could be improved:

  • First, part of the UI. The “Buildings” section is clear overall, but the buildings themselves could be organized more effectively. For example, production and storage buildings should be grouped separately. This does not necessarily require a visible divider, but at least a more consistent order. You already do this with the three housing buildings: Shack, Hut, and Lodge are listed together, followed by a production building, the Well. That works well.
    However, the rest of the list is much less organized: Ash Bin, Cellar, Cistern, and Vault, all of which increase storage capacity, are scattered among production buildings. This can be confusing, especially while the player is still learning the evolving list of buildings, and the player wastes time while searching through the whole list.
  • Second, effects and production information. There are quite a few buttons whose effect is unclear. For instance, "Temper" in the "Craft" tab. After using it, I guess it increases craft speed, but it remains unclear (for instance, is it cumulative if I cast Temper several times during the 20 second window? The game doesn't tell.)  Sometimes, Temper also add things like "+7 basalt" after the "Craft speed"  - I don't get what it does. If it adds a mere 7 basalt to my storage, it's effectively useless. The "Philosophy" tab is quite unclear too, as is the "Quests" tab. Phrasings like "The caravan returns with fair trade" doesn't tell me anything. "Grey March - work steadies"? Nice, I guess... But was it worth spending resolve on... ? Finally, there are some buildings that clearly drain production from others (some consume warmth for instance), but I didn't find any kind of precise calculation somewhere, so I don't know how much I'm misallocating resources and investment.
  • Third, crafting is tedious. In such games, most of the time, you build buildings or assignate workers who will passively consume some goods to produce other, advanced goods. Here, in Ashen's domain, the player has to actively craft the goods himself and repetitively click on "Temper" to hasten production.  This requires the player to keep looking at his computer and especially at the "Craft" tab for long amounts of time, rather than simply doing something else or using the other tabs.
  •  Finally, and this is the worst offender, the world is soulless. The game seems heavily inspired by 'A dark room' or other games like it, and it's a good starting point, but it doesn't have any kind of setting comparable to 'A dark room'. Yes, the player starts alone in the dark and gathers stuff to start a fire, but there isn't a world beyond that. In 'A dark room', events happen as the game unfolds - mentions of beasts roaming near in the night, wanderers arriving at the village and so on, and after a while the player himself starts his exploration. Here, all the text is both extremely generic, devoid of meaning and probably LLM-generated. Phrases like "A stone at the edge. The wastes notice." or "Memory has a desk" don't add anything and are almost frustrating to read, not because they are LLM-generated, but because they are empty. There is also a whole "Realm" tab, with Contracts, commitments and 'caravan', but here again it's quite empty. Who or what are we trading with? What are the Ashens we house? Why are we gathering so much ash? Don't be afraid to put details and real world-building here, it can give a soul to your game.

All in all, it seems to have required a good deal of work, so congrats for making it this far! I will keep an eye on future developments.

Developer

Hello! 

I just want to say thank you for playing and taking the time to write this review. It really does mean a lot. 

Here is the list of changes I am currently working on:

  • add in an anvil emblem that updates as you level the anvil (also add in Anvil lv to button info)
  •  group the buildings together in the order by function (housing, production, storage, modifier)
  • add in an indicator for new buildings that haven't been bought yet
  • rework the Philosophy system (make it closer to a talent/upgrade tree with different modifiers, allows for various play styles upon reset)
  • improve the clarity of each of the systems in Realm (Ritual and Quests need to be more clear, Philosophy needs reworked completely)
  • improve the narrative and text (connect things in a deeper level (add in a journal with pages of lore?, currently brainstorming a more comprehensive narrative)
  • rework crafters to be assignable and craft resources passively (0.1x speed per crafter, allows for better offline production too)
  • rework temper (will call it Forge now) to have an exp/level system (similar to Echo Level, would add a bit more depth), have it always give Haste and give progress to current crafts (5-10%), make haste stack and give 5x speed (remove all other rewards)
  • improve the clarity of Echo Level and Knowledge (what it does, how to level it, why its there)

I agree with all of your points. Most of my development time has been focused on getting a good UI established and making sure everything works together as it should. There is a lot of the text that was generated via LLM as a stand in to help keep the development moving. I think some of it fits the feel/theme of the game, but it does feel like nonsense in some areas. I plan on going back through to rework most of it and tie it together better. This area of the game should see a good improvement over the next couple of weeks.

Thank you again for the feedback and please do not hesitate to reach out if you have any more thoughts or ideas!