Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Kingdom Isles

A colony builder RTS game with cute pixel art 路 By Shad3x

Feedback Thread Sticky

A topic by Shad3x created Jun 09, 2020 Views: 350 Replies: 13
Viewing posts 1 to 3
Developer

Tell me some constructive critisism and your thoughts about the game in this thread :)

I would like to take the time to say that this game's music is fire. That is all I have to say. The gameplay and pace is really good, but raids on normal could be less massive and more frequent. I find that raids also seem to be very rare once your island gets pretty big. I find happiness levels in villages to be very easy to deal with. Overall, this was a pretty fun game! I am recommending it to friends for sure.

Developer

Thank you for your great feedback! I will definitely redesign the enemy attacks a bit. I will probably make them happen every 10 days instead of every 25 days after day 50, and perhabs make small attacks in between the larger ones.

Regarding the satisfaction mechanic, i also agree. I鈥檓 thinking about perhabs adding random events such as plagues, that will decrease satisfaction. I also think having very little food should decrease it.

Thanks for playing the game and recommending it to your friends, i also really appreciate that you like my music! :)

Did you manage to complete the game btw?

(6 edits)

Hi Shad3x, I love the style and feel of the game. The mechanics are simple but lead to interesting economic and defensive situations. The game flow is pretty smooth. I have some suggestions which are mainly minor tweaks. I love indie games, and I love your project. I can tell how much you love the game, and that makes me love it even more.

Gameplay feedback:

1. Recruiting and deploying soldiers from individual barracks is tedious and doesn't scale well. There might have been a design goal for making each barracks perform individually, but I think it would be a great improvement to allow all barracks' soldiers to pool together for the sake of soldier population and deployment. Similarly, I think aggregating trade ships would be nice. You could have clicking on one trade ship (or a trade icon in the UI) could open a trade menu that expands the more ports you have. This would help with avoiding the problem of scale with the more ports you have, all the trading could be done from one view/dialog.

2. Waves are spread out too much, especially in the late game. Like you said responding to similar feedback above above, increasing the frequency and varying the size of the raids would be awesome. Since the waves are scheduled, you could even have some kind of a timeline graphic with waves represented as icons/shapes/ticks/etc along the timeline, with the size or type of icon representing the size of the wave. That would give the player a place to glance at to remember when the next attack is coming, see how big it will be, and remind themselves what their goal is.

3. In the mid-late game, I found resources to be imbalanced. Wood, stone, iron, and gold production were far too high for their caps, and I was constantly deadlocked between food, satisfaction, and workers. If you build things in the wrong order, you can end up stuck, where the only way out is to delete buildings. Example1: out of workers/population, place settlement, satisfaction too low to get workers, workers required to build tavern, stuck, must delete industry which lowers satisfaction or delete unsatisfied village. Example 2: out of food, place farm, gained food, not enough workers for additional farm, but still too little food for additional settlement, stuck. These economic tug-of-wars are not bad as it forces optimization, but it's annoying to always have to delete something to get out of a stuck situation. It's not obvious to the player how to get unstuck, they have to realize that they can get some workers back by deleting buildings. Before they figure it out, it can feel like being stuck. Since the economy is so rigid (building and destroying objects), I'd be wary of plague events which affect satisfaction without some more flexible economic mechanics to adapt. Building and destroying is an option if you prefer that kind of strategy (building and destroying IS kinda flexible after all), but another option is a flexible mechanic like tax rate, for example. That would allow the player to change their tax income and alter the satisfaction of their people.

Some UI/UX things:

1. Hard to find pause and menu buttons. They are taught in the tutorial, but after dismissed there's no reminder or UI indicator. When I wanted to quit, I had to alt+f4. Kudos on the autosave feature though 馃槄.

2. It would be great to show the income rate of the various resources. Not only is it practical, but it's satisfying 馃ぉ to see your income increase.

3. The health bar of a tile is above the tile, which means it visually sits on top of a different tile. I could just be an idiot, but I thought he repair tool didn't work at first because I was clicking on the wrong tile (and I was wondering how some water tiles had a health bar 馃槄).

4. Clearer use of the repair hut. It's not obvious you have a tool selected when you click the button, and the repair hut dialog stays awkwardly in the middle of the screen. Consider moving the repair tool next to the destroy tool and adding a repair hammer next to the cursor to indicate the tool is active. Also, it's kind of weird that a repair hut doesn't have a range. Building a single repair hut is enough for the whole island, and you have to go find it in order to activate the repair too.

5. A hotkey to dismiss menus would be great instead of having to click the window's X. I kept pressing the escape key expecting it to close windows, but was disappointed. Example windows: build menu, barracks window, repair hut window.

6. It would be a lot easier to deploy soldiers if they could be deployed from clicking on the forts themselves, rather than have to do it from an individual barracks.

7. There's no way to see if your forts are garrisoned unless you are deploying soldiers. At a glance, this makes it difficult to tell if a fort is garrisoned or not. At a minimum maybe the fort has a different appearance if it is completely empty. Or another idea is to have a row of dots or a bar segmented in fifths (next to health bar) for soldiers occupying the fort.

Feature suggestions:

1. The limit on resources is pretty low. You could add warehouse buildings which increase the storage capacity for resources. This is totally an unnecessary mechanic and could be tedious for some players if done incorrectly though, as just one more thing to manage.

2. Upgrading buildings could add a nice layer of depth as you develop more dense cities. By day 50 I had all the tiles in my island used up and needed to spend my resources on something. Settlements that contain more people, etc. Would be even more interesting if they had other features, such as your courtyards.

3. Types of enemies which behave differently and require different strategies would make the defense more interesting. Similarly different defenses may work better against different types.

4. Adding different styles of maps (like how the title screen is an archipelago) would create more replay-ability. I would encourage modes with smaller maps as these challenges tend to force more strategic play, rather than mass resource production.


All these are opinions - and your opinion is the most important. I'm sure you'll start getting lots of feedback now that you've released the game, but stay true to your vision! I can tell there is solid gameplay in your game and plenty of charm, so trust yourself!

I should also say that I myself am an aspiring video game developer (though currently just an unproductive hobbyist), and your project is very inspiring for me.

Developer

Hey man! I really appreciate that you took your time to give me such elaborate feedback. I agree with a lot of stuff you have suggested. 

1. Mainly, the baracks and deployment definitely need to be reworked. I will probably make soldiers a general pool, and let you deploy soldiers when selecting a Fort for faster gameplay. 

2. Like addressed earlier, waves will be more frequent and a bit smaller in size. 

3. This is one of the more tough ones. From my experience playing the game, it is quite easy to get stuck like you said. However, if you play effectively, this is not really a problem. This just means that it requires a lot of skill to manage a large kingdom, which was the point. It surely needs a bit of tweaking, but i want the game to be pretty hard to complete and master. Try to avoid placing settlements next to industries unless you have to, and use Taverns effectively so they boost all eight adjacent settlements.  Also: Try to pause as much as possible if you find it hard to manage everything. It helps a lot!

///UI Stuff

1. I will make the controls more simple to find. This is easy to fix, i just haven't done it properly in the very first version of the game.

2. This is a great idea, it's mainly lack of UI space that has stopped this from being implemented. It can be fixed rather easy and  will look into it.

3. This is just a design choice, since i do not want the healthbar to cover the tile sprites. I will look into alternatives.

4. The repair hut is currently designed so that you only need one. This might not be ideal, and there are a few solutions i'm thinking off. Perhaps add a range, so that repair huts only can repair in a certain area. Another alternative is to add a cool down on each repair, making it useful to have multiple ones when repairing a lot of tiles.

5. This will be implemented. Pressing escape should close the barack and repair hut screen, but i might have missed it in the code.

6. See (1).

7. I think i will add a key command to show the UI on all Forts and courtyards so you can easily see how many soldiers are in each. Having some visual indication for an empty fort is also a good idea.

///Feature suggestions

1. I thought about adding stockpiles, but i like the progression system more. Perhaps there should be one more milestone to increase the storage further.

2. This is the point of the courtyard, but it might not be enough. I will look into upgrade-able buildings.

3. This is not prioritized at the moment, but more defensive buildings will be added.

4. There will be more game modes in the feature, right now i'm thinking of a "creative mode" and an endless mode. Map sizes might vary in these modes. 

I wish you the best of luck with your own indie game adventures. It's super fun!

If the food/satisfaction/workers dilemma was intentional, then that's fine. I think it is part of the economic challenge. Consider making a tip pop up in tutorial or something telling them to delete a building to free up workers when they're in that position since at first it can be kind of frustrating.

On silly things like the health bar being above the tile, you can throw out that feedback if you don't like it. No need to "consider alternatives". None of my suggestions need to be "looked into further" unless you really like them - I appreciate the politeness but don't wear yourself out doing things you don't like. Anyway, I enjoy your game, good luck with it!

Developer (1 edit)

I do think a lot of the stuff you mentioned where really good ideas! Don鈥檛 worry though, i will always do what i think is best for the game just like i have up until this point :)

Have you managed to complete the game? :D

I passed the Day 75 raid, now I'm waiting. I don't know what else is supposed to happen. I didn't get any notification saying I won or that there was another wave scheduled. It's currently Day 91. I'm actually letting it run right now as I write this because sadly there isn't anything else I can do for my island... I'm maxed out on space and resources.

The 100 day raid beat me with only about 4 ships left. (I can tell you stacked the row with the castle, you sneak). Survived 105 days, final score 29190.

In the victory screen, it says my final score was 26200, so that's a discrepancy.

Okay, so I reloaded, which landed me on day 95. I stacked my defenses on the castle's row and won. Final score 41800.

Developer

Wow that鈥檚 a good score from my experience. But i dont get the discrepancy thing. Did you win or lose? You said you lost but you also got a victory screen?

(1 edit)

Yes, I lost my castle, which gave me some kind of defeat screen with a score, but after I got a victory screen with a different score. After a few screens (an epilogue screen, a thank you screen, etc), I was back at the main menu. I chose to reload, replayed the game from day 95 onward and successfully protected my castle, after which I also got a victory screen.