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If you find it boring then indeed it is not a game for you, no problem with that. But criticizing it for its qualities is not very relevant to be honest.
First, it would be really nice to make posts, where you can see through the lines that someone has read the whole review and not only the first part. Just mentioning a single thing, when someone took the time to play the demo and wrote a full review of it, is a little bit cheap.
Yes i was forwarned from a friend and the game itself, that this game needs passion and it´s a good thing for the game to stand up for it´s ideas.... but there is a difference between slow, strategical and passionate gaming AND boring slowness. I played realistic text simulators where more interesting stuff happened in 30 minutes.
I don´t know, how you should market a full game with this time pacing with PvP attached for up to 6 players? If you look into possible competetors like Game of Thrones the board game, etc., those games are also slow and a match takes around 2-4 hours, depending on the match settings, but you never have the feeling of boringness there.
Here i spend literally almost half of my 20 turns taxing my demon population into ruins and could only afford 2 low level units and a book, captured 2 points of interest, killed 2 enemy units, maked 3 plans and did 4 diplomacy actions.... in 80 minutes? That´s horrible time pacing, even for a slower, tactical game.
However, if your choices are "spending dimes" versus "spending dollars," I would rather play a game that has more consolidated, meaningful actions per turn versus this structure.
This game is a bunch of spending dimes, more so when it takes two turns for diplomacy to attack someone (if they don't give you the tribute) is kind of rough and plodding.
The gist I can get from the OP, and my playtime, is that your turn-by-turn actions aren't very meaningful, and in being so slow, you kind of lose sight of your objectives due to everything being more incremental than an idle clicker game, IMO.
It's a great premise, and if gets a modding scene... four dark Gods... Warhammer 40k comes to mind...
But it needs to have choices and impact be more meaningful.
The bazaar is really a store. You only "auction" if you buy at the same turn as other player, then the one that overpays the most, then the one that moves earlier in the turn order gets the item. Though I suppose most players will be able to afford to buy their first item at roughly the same turn so it can lead to crowding at certain turn.
Of course, we're listening deeply and are still improving on balancing as we go. This version of the game has already come absolute strides from the first version (shoutout to TP1 players here haha). It's also worth noting, just like WingedIncubus mentioned, this game does really shine deep into multiplayer, once the stakes are higher and folks have distributed their focus in varying directions and it all comes to a head. This IS a Next Fest Demo though, launched by an indie team, so we have to be very mindful of dev bandwidth and preventing burnout as much as possible.
Hopefully you can see the diamond in the dark of what the game will become upon completion, once everything is fully implemented, balanced and working! We rely so much on posts like this to get there, feedback means we can make a game that folks love to play. Thank you again!
I always have a concern about indie titles that lean into multiplayer, as if they fail to catch fire, they languish. No one wants to play the "dead game."
Would like the game to be a robust single player first, built with multiplayer in mind. Up to your team to decide on the way forward, though.
The problem with focusing on single player for this kind of game, heavy focused on diplomacy, is that computer players are almost always awful at it.
As a "dead game," the original is a cult classic still being played so who knows?
3 Orders per turn would be a must have for me in this game, otherwise the early game is just to boringly slow and that will annoy you again and again in every new match you start.
That artifacts can do that, is a thing that needs to be stripped in my opinion. All players should start with 3 orders and get new orders with their hell rank. Otherwise the whole system will lead to alot of unbalanced plays, since more orders per turn are one of the strongest buffs you can get in games like this.
For me the bazaar isn´t fun in any way right now. I think i described it the best i could above, why i feel like that about the bazaar mechanic.
To summarize the things, i think the game needs:
- I think a passive income you can pick every turn would be really good
- 3 orders per turn from the start and more per hell rank, no artifacts that increase orders per turn
- 50+ normal units with different stats in the basaar to conter meta play outbuys
- Weak starting Praetors for diplomacy actions only
- Rebalanced Points of Power (you have points of interest which are almost unconquerable for specific starting legions and they are generally to strong in their neutral form)
- a good ingame soundtrack
For me the most important dealbreaker right now (as mentioned above):
- The current basaar system, i think that definetly needs a rework to be enjoyable.
Thank you all for your comments and interest into the topic so far :)
I´m glad when my feedback can help you developers :)
As i mentioned above, i really like the setting and game concept. I still have high hopes for this game and with more time down the pipe + some reworks, i think this game will be absolutly amazing.
Best regards
Emperor of Suns
I focused on the only meaning thing.
I read your post, but sorry to say that, it was not very lighted. And it is normal, you have played only a handfull of games with a demo. You have no idea of the big picture. Thus how can you judge if something is balanced or not? You can not. Thus why the 3/4 of your post is not pertinent.
The only meaning thing is your feedback about the "slow pace". As I already said, it IS a slow game, so criticizing it for its quality is not very relevant.
As a video game or as a board game? Big difference in making a board game for a niche audience and a video game that requires four people to own the game, a computer to play it on, and the servers still working (assuming this will be P2P hosted, though).
Shame, though, as that means this game is totally not for me, as adversarial multiplayer board games usually aren't fun, IMO.
If they make it into a single player focused title, they'll likely have a wider audience. Otherwise, I hope they are hedging their funding very carefully.
Edit: I looked it up; it's an old(er) video game that came out with mediocre reviews except for a small few who really dug it. It had brain-dead single player AI (strike one) and required play by email (strike two) for multiplayer. Lastly, games could last months (strike three).
As a small, indie product, that might work, but as a larger commercial product on Steam in 2023, I don't think you'll find a player base that wants to play a game that takes months to complete and requires active inputs from other players.
I don't see this product doing very well financially, IMO, if the game its based upon languished for the exact same reasons people are bringing up right now (SP concerns, online MP focused, and slow gameplaye).
Not every genre is for everyone and that's ok, there are plenty strategy games with a single player focus.
Hopefully they know their target demographic is insanely small. Or perhaps enhance the game to be faster and better single player options so that it has longevity.
Not every game has to be for me, but this one, more so after reading about the 2009 version that failed commercially, leaves me asking "who's it for and how big is the paying audience for such a thing?"
The previous version came out at $30 in 2009, then reduced to $15, and now isn't sold anymore.
Sure, whatever you say dude.