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Playtesting feedback

A topic by Joshua Galecki created Apr 18, 2020 Views: 391 Replies: 9
Viewing posts 1 to 5

Hey, I played for a little while and quite enjoyed the game! At first, I had a hard time figuring what was what - what I should be doing, what I could be doing, what was going on.

I see in a recent devlog that you changed the tutorial to be more "tips" instead of hand-holding, so this system might be pretty new. The tips work well for the most basic controls (camera movement, building selection), but I would change the first quests so that they give an idea of how resource collection and other gameplay elements work. I was going around building bunches of houses because I thought each villager needed one. The tutorial quests could give a quick overview of what basics are needed and how those basic systems work.

I wouldn't recommend having a quest for all the buildings - that seems like a bit much. What I think could work is having a tip explaining the quest tab just before you show the building button tip. The first quest (and only have a single quest available, not the dozens I saw at first) would be something like "build a house", which could segue nicely into the building button tip. The quest could explain why you need a house and so on.

I had a whole bunch of blueprints after five or ten minutes of playing. I'm not sure if you start off with these or you get them as quest rewards or achievement bonuses, but I feel like it's too much right at the beginning of the game.

I'll try playing again later. I'm sure it'll be easier the second time around.

Keep it up! :D

Developer

Wow thanks, Josh, best feedback I've had in a while. 

So feel free to correct this understanding of what you stated:

1. Reduce the first mission that tasks you with building 4 different buildings
2. Instead, shrink that mission into just building one of those buildings
3. Make it easier to determine the function of each building 
          3a) So there is a hover over icon mechanic that explains the function of a building, however it comes after the build tip so I could: 
          3b) Move the show icon step before the build step
          3d) Add icons at the top left of each slot in the building interface that indicates what it's purpose is more specifically:
                        3d_1 - house = showing an energy icon at the top left for instance

4. Add a tip that goes over the statuses of each citizen (health, fullness, energy, happiness, hydration) and then Segway into building the firs of those (mentioned in step 3 above)

5.  Yes you do start with a series of blueprints, I had this in earlier before I added in more opportunities for blueprint collection I can keep 1 in for the sake of the tip section that covers it and remove the rest.

6. Break up the 1st mission into 4 different missions
 6a) Build a House -> show tip explaining what house is for
6b) build a nutrient storage -> show tip explaining what it's for
6c) build a stage -> show tip explaining what it's for
6d) build  water pump -> show tip explaining what it's for

7. Main takeaway is that I need to fill in the blanks of what each of these fundamental buildings do


Looks good! That's a more detailed list than the broad strokes I was thinking about, but overall it's got what I was getting at. A couple of clarifications:

3a: The 'click the hover icon' mechanic works fine for explaining the more advanced buildings, but I think that the more fundamental ones should be more actively explained (instead of leaving it up to the player to see if they click the icon to learn about the building, or not). I think an explanation in a tip or the quest screen would be better.

4: I don't think you need to go over every need at once here. You could say something like "Your citizens will need energy, food, etc. These can be fulfilled by different buildings." After this, you launch the tip explaining missions, and that leads the player to go through the first four missions.

5: I'd actually remove all the blueprints and then fire off the blueprints tip (and enable the blueprints button) once the player finds their first one.

Kinda as a corollary to point 5, I felt like there was too much "stuff" in general at the beginning of the game. Things like the red rocks (and other rare resources), blueprints, and disabled buildings (no blueprint yet) could probably be hidden from the player entirely. Even if the player can't do anything with them yet, these currently-unusable things divert the player's attention away from learning the base systems. You could keep the tutorial more focused by removing non-essential options until the tutorial is over. (I'd also make the tutorial optional, so that you and other experienced players don't have to go through it every time.)

I remember playing a game that was a similar style some time ago called Kingdom: New Lands. I honestly don't remember if they even had a tutorial, but it could be useful to look at that game and see how it tries to teach you its systems.

I'll give the game another play later this week and let you know if I have more feedback.

Cheers,
Josh

Developer

Thank you for the clarification. I'll start working on them,

Developer (3 edits)

After working towards implementing changes based on your feedback I became more aware of how difficult it will be for the average player to manage their civilization due to the immense amount of profession variability there is (Currently 18 professions). Thus, I've decided to work towards a priority system that will completely eliminate professions in favor of priority and proficiency. The goal in this case, is to ensure that each citizen can, to some degree, perform each job available, assuming the gear required to do the job is available. With that being said, profession related-code is well ingrained in the current version so this will probably take a significant amount of time, but I now feel it's what must be done for the sake of the project.

The tutorial work is nice! It seems easier to get into, although I do have knowledge from my first playthrough. Here's some more playtesting notes in no particular order.


Built a stage, but then thought I should move it. I couldn't figure out how to change the placement before it was built, and after the 'garbage can' didn't seem to schedule it for destruction (or if it did, a citizen never got around to it.)

I like the priority system, but I'm a little confused about how priorities interact with professions.
    -- I would add numbers to the priority squares for players that are red-green colorblind.
    -- For other examples of priority systems for jobs, check out Dwarf Fortress and Rimworld.

The UI buttons appearing from right to left (with empty space inbetween) seems less polished than the buttons appearing left to right. If there's no reason not to, I'd consider rearranging the buttons so that the ones appearing first are on the left.

I planted some tomatoes (do I need to do that manually?), and there are 'water' symbols nearby. I'm guessing they need water? No real question here, just a point where I'm not very clear on what needs to happen. I have a farmer dude.
    -- I just scrolled through the encyclopedia to read on tomatoes and tomato seeds. I would recommend a table of contents / index page when the encyclopedia is opened up, or some method to skip from the first entry to 'tomato' without tons of clicks.

In quest rewards, it's not clear that I'm getting blueprints instead of buildings. Maybe add a background sprite to blueprints to indicate that?

Under the forge build menu, I would like to see how many I have of each object. The current 'quantity' textbox I think is for building multiple objects, but it would be great to see if, say, I don't have any microphones and need to build some. (Or, conversely, that I already have one and don't need to worry about it.)

I think the "middle click to display building icons, click on icon to display building information" is a bit convoluted for an action. Maybe double clicking on the building could bring it up?

More tomato thoughts - a day later, they are still showing the water symbol. I have a farmer, and they are planted near a water pump with water available (blue meter is not empty). Not sure what to do there.

In the encyclopedia, the "building level" flag (showing the, say, fifth level walls) is maintained when the page is turned to a different building. Nitpick, but that was a little unexpected.

The second quest (collect resources) requires a certain amount of aquamarines. Are these mined from the same crystal pits that the crystal orbs come from?

My nutrient storage barrel doesn't seem to be storing any food. The barrel is empty, even though my inventory shows 14 tomatoes. Screenshot at https://imgur.com/a/d0x4DhM. My people are hungry!

All my citizens have now died of hunger. After the first one passed away, I set one of the remaining two's profession to farmer, maxed out farming on the preference scale, and planted three more tomato plants. I'm unsure if any additional farming was done.
    -- The game is continuing without any citizens right now, instead of giving a Game Over as expected. The top-lefft UI also says that I have one citizen left, although my character finder and priority menus don't show any.
    -- Additional note - I kept the default farmer's default preferences through the game. When I needed to change someone to an entertainer for the mission, I used my builder.

During my first game, I was able to get to 5 / 6 citizens, but never had more than 3 this time around. I'm not sure how to get more citizens.

Developer (1 edit)

Excellent Josh! Great feedback again! ^^. Been a busy day for me, I will digest this and provide a more thorough response later. 

Developer (4 edits)

I’ve been considering adding a move structure feature to accompany the demolish feature.

Demolish is currently a sub-task of builders, increasing their priority should result in the demolishing of the structure.

Good idea on the priorities, I’ll add in numbers for the next update.

For the UI buttons I wanted the main buttons closer to the center of the screen, but at the same time the main buttons are the most important to introduce the player to. This naturally results in right to left set up. I could program  a method of moving the buttons from left to right as they are discovered instead.

I’ll need to add a planting tutorial tip most likely as there are multiple conditions required:
1. Forge a billhook
2. Forge a bucket
3. Build or have a water pump
4. Raise the priority of farmer for a citizen.

Adding a table of contents is a necessary path I think as the encyclopedia expands, however for the time being, if you want to look up tomatoes, go to tomatoes in your inventory, hover over the icon with your cursor, wait for the display popup and then right click.

Agreed on the quest rewards I’ll change the visual to depict it as a blueprint.

Understood abut the forge item count, will add this in the next update. Yes the current quantity is how many to order (clicking the help button (question marks you find on the interfaces can help with ensuring that))

As for the middle click I've experimented with different methods, starting with single clicks that disrupted the scrolling camera when using the mouse to scroll, then went onto double clicks which makes it touch to select citizens vs structures when they overlap (the reason being : I was notified that trying to touch citizens to open their interfaces was tough while they were moving, thus I expanded the touch radius for doing so, however this results in overlap between citizens and structures. The main benefit of the middle click is that it separates structures from citizens however it does require more steps. I'll need to brainstorm this, because most games I've seen of similar style are either top down  or if they are platformers they don't rely so much on selecting citizens directly.

You’d prefer the tier level of the structures returns to 1 on the next page? I can see pros and cons to both setups. (Someone who wants to compare the tier level boosts across multiple structures for instance)

Ahh yes, so currently when a citizen deposits a tomato it both adds to the food count in the barrel but also places the tomato in the inventory. This one is a bit trickier to properly set up, but to give some actual incentive to building restaurants I think I could set up a system in which citizens that start eating at the nutrient storage will randomly consume an item in the inventory equivalent to the amount of food they will consume. Even food items of higher fullness values would still only yield the same amount in the nutrient storage, however, using food in your inventory to prepare a meal at a restaurant would instead apply the fullness value boosts of specific food.

In terms of the citizen count it could be that I programmed it in such a way that it’s not able to count 0 citizens, a result only returning if the value is greater than 0, but I need to double check.

Game over sequences occur if and when the town center is destroyed. The reason stems from the current two ways of earning citizens: 1) Upgrading the tier of your town center can by chance result in the creation of citizens or 2) scouts can convert citizens outside of the territory and bring them back to your civilization. I’ll prob need to make that clearer in a tutorial tip. If you have the resources you could potentially create a citizen from having no citizens in rebuild. Also, building a temple (one of the structures) can actually resurrect fallen citizens.

Developer

Btw, you can figure out how many you already have in the forge menu by hovering over the item. 

Developer

"The second quest (collect resources) requires a certain amount of aquamarines. Are these mined from the same crystal pits that the crystal orbs come from?"

You should be able to put your cursor over any quest target to get more information. In this case it should explain that the these come from crystal aquamarine rocks.