Copa City: First Football Tycoon

Copa City: First Football Tycoon

LeagueLeader  [developer] Sep 16, 2024 @ 5:22am
Your opinion on the gameplay?
What are your thoughts after watching the 30-minute gameplay footage of Copa City?

Additionally, we streamed the recording all weekend so that those who didn’t get a chance to see it could check out what the gameplay looks like.

We’re eager to hear your opinion, and discussions with you are key to further development. We encourage you to join the conversation!

https://youtu.be/zp_in1KG7oo
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Showing 1-4 of 4 comments
Gambo Jan 22 @ 3:29am 
Hi,
just seen the Trailer on Youtbe and searched Steam for it.

To be honest at first i thought it would be something like the Real Football Managers but after seeing this Gameplay i think its more a sort of (Manage your Cities Big Event and make Money) but this also great and has a lot of Opportunies

for Example

- other Events not only Football (Concerts, Festivals, Other Sports)
- maybe a Carrer Mode where you are a big Company who trys to make some money with organicing events world wide
- Emergency Events like when the Crowds meet (Hooligans) you need to deploy special Services Like Water Thrower or Ambulances
and many more things just coming in my mind


so wish you best luck during developement i wishlisted it and will Buy it for sure :)


br Regards Gambo
LeagueLeader  [developer] Jan 22 @ 5:51pm 
Originally posted by Gambo:
Hi,
just seen the Trailer on Youtbe and searched Steam for it.

To be honest at first i thought it would be something like the Real Football Managers but after seeing this Gameplay i think its more a sort of (Manage your Cities Big Event and make Money) but this also great and has a lot of Opportunies

for Example

- other Events not only Football (Concerts, Festivals, Other Sports)
- maybe a Carrer Mode where you are a big Company who trys to make some money with organicing events world wide
- Emergency Events like when the Crowds meet (Hooligans) you need to deploy special Services Like Water Thrower or Ambulances
and many more things just coming in my mind


so wish you best luck during developement i wishlisted it and will Buy it for sure :)


br Regards Gambo

Hi there!

First of all, thank you so much for sharing your detailed feedback with us – it really means a lot! From the very beginning, Copa City was built on the foundation of football. At the same time, we’re working to create something that shows the sport from a different perspective. That’s why our game includes broader elements like city management and the unique perspective of someone running the city – with the goal of successfully hosting a major football event.

As for game modes, the game will feature three standalone modes: Campaign, Challenge, and Single Match. You can find detailed descriptions of these on our website under the "Explore Three Distinctive Gameplay Modes" section: https://copacity.club/

Regarding the events you mentioned, some of the scenarios – like “deciding whether to increase security in a specific area” – will definitely be part of the game. It’ll be up to the player to make those decisions, and we’re calling these moments “quick-reaction events.”

Thanks again for your message – we’re thrilled to have made it onto your wishlist!

Best regards! :steamhappy:
Pyoro-2 Jan 27 @ 6:22am 
Of course, this is just the impression of somebody else playing an alpha, so I'll not pretend I'm 100% certain, but ... the biggest problem to me seems to be too much control. That makes it feel game-y, and it didn't feel like there'd be much of a challenge.

Maybe I misunderstood, but I feel that fans should arrive more naturally, and any additional ads and such only influence how much and from where, maybe, but you can't just essentially "select" what you want and then specifically those guys arrive.
Similarly with the building renting; seems like you can just turn it on/off and such. Instead of maybe having to decide whether you want to rent it and not being able to just randomly make adjustments however you like (the "instant delivery" choice for one of the resources kinda tackled this).
etc.

Two smaller things: one is to me that the numbers just seems kinda off. Small groups of fans arriving, small number of people districts can handle ... I mean it doesn't really matter whether it's a factor of 10 more or less across the board, I suppose, but on immersion it feels a big questionable that anyone would be *so* concerned with 200 fans in a city of 2 million people or whatever.
The other being the transmission towers; that feels nonsensical. Just let us buy/rent plots wherever. Sure, maybe you need to place a tower then to make it "connected" or something but you shouldn't be forced to plot hop, that too restrictive and just doesn't make sense.

What I missed was the importance of transportation/logistics. It's one of the major real life problems.
The ticket system also seemed very simple. Would be nice if there were multiple types; maybe you can advertise to different types of fans (you know, decide whether you want more standing seats that are cheap for hardcore fans, more expensive lounge tickets for the superrich that are more demanding etc.). I suppose some of that might be out of scope for the game, but just one ticket cost and then the stadium fills up feels wrong; that's not how it works.
In contrast to that I'd almost say that for example managing the pitch quality feels too finicky and detailed and not sure that's particularly fun ^^;
And also I'd expect interference you can't predict; bad weather, local politicians, residents, activists, whatever (a little of this gets mentioned at the end but nothing shown so can't really be judged).

It's a cool idea for a game that's doing something different and it's nice that you show gameplay early, instead of being all secretive about it. But my first impression from the gameplay just looked a bit too static, predictable; like you figure things out once and you're kinda done with the game and then it quickly gets repetitive.
LeagueLeader  [developer] Jan 28 @ 2:41am 
Originally posted by Pyoro-2:
Of course, this is just the impression of somebody else playing an alpha, so I'll not pretend I'm 100% certain, but ... the biggest problem to me seems to be too much control. That makes it feel game-y, and it didn't feel like there'd be much of a challenge.

Maybe I misunderstood, but I feel that fans should arrive more naturally, and any additional ads and such only influence how much and from where, maybe, but you can't just essentially "select" what you want and then specifically those guys arrive.
Similarly with the building renting; seems like you can just turn it on/off and such. Instead of maybe having to decide whether you want to rent it and not being able to just randomly make adjustments however you like (the "instant delivery" choice for one of the resources kinda tackled this).
etc.

Two smaller things: one is to me that the numbers just seems kinda off. Small groups of fans arriving, small number of people districts can handle ... I mean it doesn't really matter whether it's a factor of 10 more or less across the board, I suppose, but on immersion it feels a big questionable that anyone would be *so* concerned with 200 fans in a city of 2 million people or whatever.
The other being the transmission towers; that feels nonsensical. Just let us buy/rent plots wherever. Sure, maybe you need to place a tower then to make it "connected" or something but you shouldn't be forced to plot hop, that too restrictive and just doesn't make sense.

What I missed was the importance of transportation/logistics. It's one of the major real life problems.
The ticket system also seemed very simple. Would be nice if there were multiple types; maybe you can advertise to different types of fans (you know, decide whether you want more standing seats that are cheap for hardcore fans, more expensive lounge tickets for the superrich that are more demanding etc.). I suppose some of that might be out of scope for the game, but just one ticket cost and then the stadium fills up feels wrong; that's not how it works.
In contrast to that I'd almost say that for example managing the pitch quality feels too finicky and detailed and not sure that's particularly fun ^^;
And also I'd expect interference you can't predict; bad weather, local politicians, residents, activists, whatever (a little of this gets mentioned at the end but nothing shown so can't really be judged).

It's a cool idea for a game that's doing something different and it's nice that you show gameplay early, instead of being all secretive about it. But my first impression from the gameplay just looked a bit too static, predictable; like you figure things out once and you're kinda done with the game and then it quickly gets repetitive.

Hi there!

Thanks a lot for sharing your thoughts! We really appreciate the feedback as it helps us refine Copa City and make it a better experience for everyone.
We definitely listen to our players and are continuously making adjustments based on the feedback we receive, so your points are definitely noted. In terms of control over the fans and buildings, we understand where you’re coming from. The game was originally designed with more direct control over these aspects, but we’ve been moving toward a more structural approach. Now, instead of manually selecting where fans come from or controlling individual buildings in a detailed way, players will focus more on placing structures that generate functionality by them. This shift should create a more organic and challenging experience, where managing the flow and the city's growth becomes more about planning and decision-making than just toggling switches.

Regarding the ticket sales, we aim to reflect the dynamic nature of fan behavior in the city. The system works by managing the flow of fans into the city from the world, which is then influenced by the hype in the city itself and the demographic profile of the club. For example, a more passionate group of fans (ultras, families, or casuals) will affect the demand and the ticket types, so the overall experience will shift depending on the fan composition in the city, making it more replayable and immersive. We are also exploring deeper mechanics related to these systems, such as different ticket categories to appeal to different fan types.

Your points on fan arrival numbers and transmission towers are valid as well. We understand that these aspects might feel off, and we're working on balancing the numbers and adjusting how fans interact with the city. As for the transmission towers, we’re looking into making this mechanic more significant and in other form - we will show it in near future

We’re also very aware of how important transportation and logistics are in real-life football club management. This is an area we’re actively working on improving to make it more impactful and meaningful in gameplay.

Lastly, the idea of unpredictable events like weather or political interference is something that we definitely plan to expand upon. These types of challenges will add variety and depth to the game, making it more dynamic and less predictable – as an inspiration we will use well known from football games mechanic that will be kinda nice twist in our game.

We’re glad you like the concept and appreciate the early gameplay footage! We hope these changes will address your concerns and make the game feel more engaging and challenging as we continue to develop it.

Thanks again for your thoughtful feedback, and stay tuned for future updates!
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