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Which is absolutely awful IMO. I hate forced Timelimits. just lemme build man, this game looks so great and then to not give the player any freedom. :(
I completely understand your point of view.
This subject has given rise to many discussions within the GD team.
However, we wanted to confront players with the questions raised by the passage of time, and the fact that they had to move their city from one age to another, or risk disappearing.
Leaving the player free to choose the duration of an era seemed to us not only implausible, but above all, time was no longer an issue.
Mémoriapolis was not designed as a sandbox game. Players have objectives and a certain number of cycles (time in the game) to achieve them.
You may not like these choices, but you can't blame the game for not being what it isn't.
More to the point, there will be no sandbox version during the early access period.
We're working on a sandbox version for version 1 of the game.
Because I found out about this game the day before yesterday and it got me excited.
Thank you OP for the heads-up here.
When we decided to structure the game around a limited number of cycles per age, we knew that some players wouldn't like this system. We decided to take this risk because we thought it would be interesting to offer a challenge linked to the passage of time.
If it's the player who decides to change age, then time isn't a game mechanic. That certainly doesn't make it a bad game, but it does suggest a sandbox-type system that we didn't want at first.
As for whether this creates stress or the need to rush to achieve a particular goal, I don't think that's the case in the current state of the game. We've balanced the game so that time is important but not central. Our aim is not to make a puzzle game, but on the contrary a game with a high degree of replayability based on the different choices you have to make from one game to the next.
We don't want time to give players the impression that they have to hurry, but rather that their city belongs to a world in motion. And if it proves necessary to revise the balancing to achieve these effects, we'll do so.
Gotcha