Laysara: Summit Kingdom

Laysara: Summit Kingdom

Some suggestions
Been playing the game for a while and I'm really enjoying the vibes, but figured I'd mention a few QOL features that could make things run a bit more smoothly. I figure these not being included in the roadmap means it'll be a while, but anyway:

- PLEASE show the building range indicator when you're moving buildings.
- PLEASE don't exit the building menu when zooming out with the mouse's middle button.
- In the latter stages of the game it gets really frustrating to have to go over each of your supply chains to spot where you're running at a surplus so you can redirect that somewhere else. It'd be great if your tech level could unlock more detailed numbers of your resources, like a breakdown of your workforce or a list of buildings with a surplus output.
- So far one of the biggest bottlenecks I've been running into is not wanting to upgrade residential buildings because I don't know if I actually have enough of a food surplus and there's no way to check on that quickly once your supply network is large enough - it'd be great if service buildings like the food market, commodity supplier, inn and shrine gave an indicator of how many resources are "in reserve", and also could list suppliers with a quick jump button.
- On that same topic, in absence of an "undo" button I'd really appreciate it if there was a "downgrade housing" button. It's a bit annoying to have to move a house around, then back to where it was, and then upgrade it a couple of times every time you accidentally upgrade it above what you can provide.
- Again on that same topic, it would be helpful if a house's satisfaction meter always included the little marker of minimum requirements for its current level, since it'd help in case of a crisis where I have to get rid of some buildings or resources for quick cash.
- Avalanches feel like they could use some balance - all it currently takes for the game to give you an unsalvageable game over is for an avalanche to hit when you're low on cash and have no redundant buildings to cash out on. It doesn't seem viable to fully protect your terraces against avalanches (huge expense of labor and money, and by the time you get the better options the avalanches have also leveled up), so you constantly have that game-ending threat looming over you, which leads you to always wanting to wait for a little extra money, which is a real pain when your income has gone down into single digits. Maybe it would help to have something like a piggy bank building (yakky bank?) that you could keep for emergency funds - you can currently do that by filling an unused terrace with cheap roads, but it's a real eyesore on my perfect Himalayan village, and only gets you so much cash.
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Quite OK Maciek  [developer] Feb 3 @ 5:53am 
Hi,

Thanks so much for your suggestions :) I can't promise anything, but I've taken some notes :)

Originally posted by ahueonao:
- Again on that same topic, it would be helpful if a house's satisfaction meter always included the little marker of minimum requirements for its current level, since it'd help in case of a crisis where I have to get rid of some buildings or resources for quick cash.

I know it's not the same as having the indicator in-game, but so that you know, the minimum satisfaction requirement equals the current research level (capped at 6, so if your houses are upgraded, you are good no matter the research). So, for example, if you have the research level at 3, you'd need 3 squares filled (could be one single, and one double, for example) in the house upgrade progress bar :)
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