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The game starts well , tutorial explains everything to you , but soon you realise that the game is not finished at all and a lot of comfort options are missing .
They have a extra menu to group your villagers: WOW its 2023 nice feature , you just missed the little detail to add the current job to each profile, otherwhise its useless.
Combat and movement is just clunky. You have 2 different soldier options , archer and warrior , WOW, villagers almost deal the same damage and tank as much.
You can gather items to improve stats , but those stats dont show up in the info of the villager. Example you give one of them an item that reduces the food he consumes to 0. But in the stats it still says 4 food/min
Economy , there is no way you know how much food you need for your 4 or 10 villagers, so you just spamm buildings.
The good part? the setting and the story telling , its quite good. There are a lot of sensible genZ girlies complaining about the +18 content , but its not that much of it.
I played until the 5th mission , then you realise that the developers didnt play their own game , economy is to good and enemies dont scale well , at least at the HARD difficulty.
This game really plays as an early access , its unfinished and unpolished, The idea and setting is very good but thats it.
Villager lost sanity? Click on his portrait, send villager to tavern by clicking on it, wait til sanity approaches healthy levels. Now if you've taken your eyes off the villager and are doing something else, the guy is gonna sit there and drink, and drink, and drink. He's not gonna peel himself from a barstool. Solution? Click on the villager and put him back to work by...you guessed it...clicking on the job. Luckily his old job description is still under his info panel. So you can send him back to gathering reeds if that what it was. Or, you can go send him to do something else, like manning the scout tower.
Why, though. Can't we just do it through a steward's panel and set how many laborers do this, or that, and select at what point they can go on breaks, or get heals, and they'll do it themselves, and then return to what they're doing?
I say that AoE is, sure, a bit micromanagement, but there's no sanity to monitor, and if the guys are low on health, it's easy to group some healers and send them in the middle of your workforce. And with the exception of food, when resources run out, at least your grouped villagers can then be sent elsewhere from seeing how many idle worker numbers show up. I shouldn't have to compare AoE to Gord, but at least the former is more simplistic than the latter.
So I decided to give the game another shot to make sure I'm not spewing nonsense. Yup, it's still a click-fest. I'm on the tutorial stage where it tells me to assign someone to the healer's hut, which I did. He's just soaking up magic love juice at full health and not doing anything than becoming a juicy pink raisin. So I have to click him back to his job. In the meantime, someone got incapacitated, and I don't know HTF it happened. And whomever it was, died. This happened between somewhere when I was told to send someone from healing to rescue a scout as my next mission.
I was on the fence previously about refunding this game. Now I'm absolutely certain I want my money back, which I'm probably going to put as a set-aside for Starfield.
Also, I'm not making a joke about Gord, I love Slavs, and I love Slavic folklore and the whole Metro experience. But I find it funny there's a game on Steam called GORN. There's no comparison, certainly. I'm just saying. Gord, Gorn, Gord, Gorn.
It would have been nice if they could release this in early access and get some feedback
I also stopped playing at the 5th mission, what a mess!
Actually you also get spearmen so its 3 in total. Also you can't compare civs with dedicated fighters once you start getting into the more dangerous mobs. They just roll over and die. I don't think you really run into more harder combat sections until mission 5. Had a big spider die, from it more little spiders came out, 2 seconds later 5 civs are dead, don't ask me what happened.
I tried to find a "food loss/minute or something similar but quite frankly, just watch the number and if decreases by 50 points, just use more food gatherers, its not rocket science.
Here's what I ran into:
I've had to quit multiple times just for bugs - items stop being selectable or some villagers just sit around picking their noses and depleting food, even if I point them to their resource type. Reloading from last save often fixes the issue but it's a pain.
The campaign/casual tutorial is not very well done. Either because of issues listed above or dumb things like having 8 villagers with a ton of stored food yet no children so I couldn't sacrifice one to get past the big bad. I basically just sat around for an hour waiting for the happy well fed villagers to enjoy sexy times to no avail. Ended up having to restart the scenario from the beginning.
Casual mode is not casual. I often like to take my time in casual mode in most games so I just learn at my own speed and get the mechanics down. Nope, too bad, you missed all the time deadlines and also you have no gold so good luck fighting things. If I'm annoyed at the game balance and functionality at casual, I don't even want to know how annoying the harder modes are like.
Also - why so much gold for one or two warriors. Why even gold - where do they put it and where do they use it? Is there a concession stand off screen? Everyone else works their butts off without need for gold but I guess the jocks don't. The balance seems really off here.
And yeah it does require a lot of micromanagement. I would prefer to assign tasks and know everyone won't starve to death or go crazy while I'm exploring. Super frustrating to see a character sitting near the meadery while they go insane.
I do like the artwork and theme and like I said, I think it has potential, it just need more balancing and polish to get new players addicted to the game. There is a fine line between challenging and annoying and unfortunately it leans more toward annoying at the moment. I'm going to put this one aside for a while and try it out again in a couple months.
For me: nice game with much potential, but also much to fix, that in my opinion means: a nice community with good feedbacks helps!
Someone else compared in a (negative) review with games like northgard and so on: i also played the mentioned games and also played them at release state and it was the communication between the community and the developers and the regulary updates that made them way more enjoyable.
Just moaning helps no one, nice suggestions, feedbacks help and also keeps up the mood of developers to work on regulary updates (fixes and content too).
at all: i not remember 1 game that not needed updates, fixes and much more to become real good.
Regards.
- In the campaign everything up until chapter 5 or 6 I can't quite recall it starts to get buggy, especially chapters 9-10. You have bridge/crossings over water areas but you cannot cross it because it's not shown on the actual map (press "m") therefore the character loops around. The game will lag until the end of a chapter in certain maps/area if you fast forward even when you stop it.
- Micro-management hell, you have to click and do everything, for your villagers' iq's are below 70. They lack self preservation; they'll gather resources that's furthest away from your Gord, will charge into a group of enemy if it's in sight and attack em instead of preserving themselves.
-"Strategizing" is illegal. Though it is very apparent right there on the game tag, "Strategy",
the game's design does everything to prevent the Steward (you) from strategically placing things, coordinating to your villagers, and plan ahead. RNG bloodmoon to prevent you from clearing area so your villagers can't gather resources freely, tedious items transaction, not to mention you can't equip more than one item of the same category when you can definitely can in reality, random moments of villagers not obeying commands (bug), militiary units lack basic knowledge of warefare - archers will go melee combat and Spearmen (higher hp +tankier unit) will often position themselves in middle or back because the AI does so, and many more but I'll stop here.
Overall the game is a 5/10 just to be nice. A QoL update is definitely needed and many of the micro-management is so obvious that it's bad, but I have the feeling devs left it that way so Qol update can be considered as an "content update" for the future. I don't recommend buying it right now for $30. Buy it when it's on sale for $15 or less.
We've planned for future patches shortly to address some of the issues: namely micromanagement, building limits, resource regeneration, easier item management, a host of UI improvements including the minimap, and workers automatically returning to work.
Our goal is to make Gord the best game it can be. Thank you for being patient with us, and thank you again for taking the time to go into detail on the issues you're having with the game.