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After watching that one video on youtube I beat a survival game. Here are my thoughts.
1 reply to this topic - Started By JinM, Nov 02 2018 06:00 AM

#1 JinM

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Posted 02 November 2018 - 06:00 AM

So here I am, played the game back in August 2016 the last time. It greatly improved in my opinion. I used this video (https://www.youtube....h?v=NP8bv7r0QgE), it explained pretty well how to "win" the game (I suggest to link it as advanced tutorial video). But it also mentioned, that you can play the game as sort of "tower defense" where you only try to occupy a small part of the map instead of battling the corruption at its doorstep.

 

I just used the mentioned "expand as quickly to the corruption and contain it" technique and even had to mine out a big chunk of a mountain to stop it from spreading.

 

I had a great time figuring the game out, this city is my third attempt on beating the game. I feel that I now can easily expand on new maps, but I guess that's not too hard. As you mentioned back then in 2016, I guess I hit the content border again. ;)

 

Full album with four images of my whole city: https://imgur.com/a/MQvLKIA

 

nZSDbqZ.jpg

 

 

Anyway, after my second big playthrough let me share a big list of my thoughts first, and suggestions for each one:

 

1.) I feel I don't like that I am forced to use the expand-to-contain strategy to have an easy time. There should be more bonuses to turtling, like aura towers, or a small network of "power lines" that can only expand from your stronghold for a maximum diameter of 50 tiles.

 

2.) I used the trading but it felt wrong. The trade building is way too expensive and an experienced player would never build it before the end of winter, other economic buildings have a way higher importance to my economy. Trading should be more important, and a cool economy simulation factor. I would love to rise my city to glory with elaborated high trading values.

 

I would love to see improvements here, for a silly brainstorm example...loans? Factions trade with you and the higher the trust the bigger the loans, each faction represents a ressource cluster. If I now have for example just a few crystals on my map that are enough to reach day 20 but not onwords, I would need to trade with the "crystal and magic faction". I trade with them a lot and so my trust rises, but also my personal dependency of my city to get their ressources. So my highest possible loan I can get is from the mentioned faction as I gained a high trust from the big trading, but if I don't pay it back I loose the trade possibility and maybe even get attacked.

 

But I think there are many other possibile solutions here too. Just heighten the overall trading value and let me make a big strifing trade city, that would be great.

 

3.) Late game buildings. I guess you allready got something like that in the pipeline.

 

I just want to mention here one thing: I would really appreciate achievement buildings that require me to have expanded onto at least one tile and be there at least 20 days.

 

It would be great, if I had a reason to revisit my starting city, and build additional buildings there, after I unlocked them via beating other regions.

 

4.) Militia villagers. They are too weak in my opinion. If I use some of my workers to defend my village early game, it should really make a big difference. They should be able to wield better swords, and also have magic abilities. Right now this game is a "golem spam rts city simulator". ;)

 

5.) Cats and birds. Not just dogs. Maybe horses? I don't know. I know you used dogs because they can carry stuff, and I really like them. Maybe a high value of cats can fight back corrupted landscape? Maybe horses can be used by militia, crystal and wood golems? Maybe horses could be used to lessen trade losses because you have from your trade routes.

 

6.) The spell icons should be more distinctive. I searched spells on the list. Each icon isn't different enough from the others. For example the "mend" spell is really hard to find. I allways have to hover over all the green spells descriptions until I find it. Dissolve and the spell next to it are also very indifferent I had to read their description again and again because I couldn't remember this "all the same" symbolds.

 

7.) Fire elementals burn down my buildings quickly, and I would like some water or mending building that helps me save my buildings from them with another static defense building. Right now I have to cherrypick them with the "grab" spell and put them into water. :D

 

8.) Learning by failing is a good concept, but I would be great if loosing was "slower". Often enough it was totally clear that I lost my first city, because the enemies destroyed more than 4 buildings. I was forced to doom the world to build a new city from scratch. There should be benefits from playing on in the same worlds, even if I somehow lost my first city.

 

And there should be ways that I can recover from fatal beatings, like when I lost 1/3 of my buildings.

 

Another reviewer on steam pointed this out very nice: Loosing in this game isn't fun. You simply can't recover if you didn't master all its parts and build a flawless first city. If the first city isn't flawless, you simply don't reach day 20 and you don't migrate to other regions.

 

Suggestion here: Let me get migration bonuses if I resettle early on, for example at day 9 or 11, and let me have ways to reclaim a city that lost 50% of its buildings and where the corruption allready took over 50% of the map.

 

If you guys read until here: Thank you for reading. Have a good time, and thanks for the great game!

 

 


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#2 Bolgfred

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Posted Today, 09:41 AM

I think the points you point out ain't the worst. Let me point at your points in detail:

 

1.) I feel I don't like that I am forced to use the expand-to-contain strategy to have an easy time. There should be more bonuses to turtling, like aura towers, or a small network of "power lines" that can only expand from your stronghold for a maximum diameter of 50 tiles.

 

I am not sure what makes you think you are forced to do that. It's correct, that if you stop the spread, the corruption cannot expand their buildings, but you have to consider, that caged corruption get stronger. In detail this means, the smaller the corruption is caged, the faster it gets stronger, until it will overrun your resistance perimeter.

I stopped caging it and within 70 days in nightmare I cannot remember the corruption to reach my village. AFAIK the effect of buildings build is less than time and difficulty, so guess you have a choice here.

 

 

2.) I used the trading but it felt wrong. The trade building is way too expensive and an experienced player would never build it before the end of winter, other economic buildings have a way higher importance to my economy. Trading should be more important, and a cool economy simulation factor. I would love to rise my city to glory with elaborated high trading values.

 

Actually trading feels very boring for me, too. Early on i mostly hoard gold, as I don't have the manpower to refine coins, and later on I don't have the need for buying things, as I can produce whatever I want. Only exception Cat jets.

Furthermore I don't feel the restriction of what I can buy or not. It seems to be only a question of money, to buy whatever I want of whatever I don't need :-)

 

 

I would love to see improvements here, for a silly brainstorm example...loans? Factions trade with you and the higher the trust the bigger the loans, each faction represents a ressource cluster. If I now have for example just a few crystals on my map that are enough to reach day 20 but not onwords, I would need to trade with the "crystal and magic faction". I trade with them a lot and so my trust rises, but also my personal dependency of my city to get their ressources. So my highest possible loan I can get is from the mentioned faction as I gained a high trust from the big trading, but if I don't pay it back I loose the trade possibility and maybe even get attacked.

 

But I think there are many other possibile solutions here too. Just heighten the overall trading value and let me make a big strifing trade city, that would be great.

 

Dunno whats the point of that. I would prefer the option to rely fully on trade e.g by specialising in on thing e.g. woodcraft, that gives me the finances to buy whatever stony things I need, but currently the game design doesn't allow that.

 

 

3.) Late game buildings. I guess you allready got something like that in the pipeline.

 

I just want to mention here one thing: I would really appreciate achievement buildings that require me to have expanded onto at least one tile and be there at least 20 days.

 

It would be great, if I had a reason to revisit my starting city, and build additional buildings there, after I unlocked them via beating other regions.

 

Could imagine this in 2 ways: first, every x goal taken a building y is unlocked. Meaning every 20 villagers I can build a city square which gives social bonus/interaction. 

Second would be a special building which is only allowed to a specific map and is defined victory condition... e.g. Build the Doggo Tower, designed by Gustavo Doggo. It only needs 1000 iron bars and is very romantic.

 

 

4.) Militia villagers. They are too weak in my opinion. If I use some of my workers to defend my village early game, it should really make a big difference. They should be able to wield better swords, and also have magic abilities. Right now this game is a "golem spam rts city simulator". 

 

No opinion, I am happy with guards. Mostly don't have the manpower to spare for them.

 

 

5.) Cats and birds. Not just dogs. Maybe horses? I don't know. I know you used dogs because they can carry stuff, and I really like them. Maybe a high value of cats can fight back corrupted landscape? Maybe horses can be used by militia, crystal and wood golems? Maybe horses could be used to lessen trade losses because you have from your trade routes.

 

They're called Doggos, not dogs.

 

 

6.) The spell icons should be more distinctive. I searched spells on the list. Each icon isn't different enough from the others. For example the "mend" spell is really hard to find. I allways have to hover over all the green spells descriptions until I find it. Dissolve and the spell next to it are also very indifferent I had to read their description again and again because I couldn't remember this "all the same" symbolds.

 

True that, could have some optical improvements. Anyway, my biggest prob is that i rarely use any offense spll as I don't see much difference in meteor/magic missle. Only dissolve and growth are spammed. But Still I am happy.

 

 

7.) Fire elementals burn down my buildings quickly, and I would like some water or mending building that helps me save my buildings from them with another static defense building. Right now I have to cherrypick them with the "grab" spell and put them into water. 

 

Fire(elemental) are too much in focus anyway. I am a little sick that every defense measure I design is about fire elementals. Ice is the only element I use for everything.

I would really like the idea of fire elementals dealing much less damage, but stack burning on anything, making a fire brigade an water necesary to remove this.

 

 

8.) Learning by failing is a good concept, but I would be great if loosing was "slower". Often enough it was totally clear that I lost my first city, because the enemies destroyed more than 4 buildings. I was forced to doom the world to build a new city from scratch. There should be benefits from playing on in the same worlds, even if I somehow lost my first city.

 

And there should be ways that I can recover from fatal beatings, like when I lost 1/3 of my buildings.

 

Another reviewer on steam pointed this out very nice: Loosing in this game isn't fun. You simply can't recover if you didn't master all its parts and build a flawless first city. If the first city isn't flawless, you simply don't reach day 20 and you don't migrate to other regions.

 

True That. Kind of a flaw in design. I am also a little unhappy that I build the same village on every map, as geological design doesn't affect me that much to change anything.

 

 

Suggestion here: Let me get migration bonuses if I resettle early on, for example at day 9 or 11, and let me have ways to reclaim a city that lost 50% of its buildings and where the corruption allready took over 50% of the map.

 

Really nice idea!

I am currently very unhappy with the current goal design, as I never know how long I need to play on a map. On one side the game forces me to carry on, on the other side I have no reason to leave... ... in the end it makes me unhappy.

 


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