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Again, I might embarrass myself here, but I don't get the logic behind that.
Maybe the central mechanic that might help you understand the way points are calculated is that points are only earned once a building is placed. This means that influences and range of a single building also only matter at the moment it is placed.
The grain field has a range of 1, and the Wind Mill has a range of 2. So if you place Windmill first, and grain fields around that, only the first ring of Grain Fields will benefit from the Windmill. Placing a second ring around that only rewards the Grain Fields points for nearby Grain Fields, but the Wind Mill will be out of their range.
But if you place down two rings of Grain Fields first, the Wind Mill reaches all of them and will also probably get less minus points from Forests in its range.
Basically once a building is placed, it's points do not change anymore!
There are a lot of synergies like this in the game, trying to figure out which buildings work together and planning your space efficiently is the core mechanic of our game.
If you're struggling in puzzle maps, the order in which cards are sorted on your hand as well as the description text in the top right might give you a hint.
We are already planning to rework the tutorial to explain this mechanic better, as a lot of feedback has shown that this is not made clear enough.
I hope I could clear some things up, and thanks for playing!
It's just a tile on a map. Why does it make a difference if there are trees next to the Orchard or an empty field of grass?
For example a lumberjack benefits from forest on it's surrounding tiles, and will earn more points if there's more forest around. And the range determines which tiles are actually counted when placing a building.
You can check from which resources a building will receive points when placed by hovering your mouse over the card. I hope this helped!
A bit of it is already in the game, but i think it would be better to pack all the tutorial parts you already have into one interesting, fun and open mission.
Add a few more information aspects on top, like why order is important, how you get certain things like "Eraser" cards, etc.
And then let the player play on that map as long as he/she wants to, while having access to all the tips and info on a specific "Help" button at any time, repeating the information of the tutorial and the basic mechanics.
I have read in some reviews, that especially getting into the basics of the game through a tutorial could be improved.
The way your tutorial currently works is ok as a placeholder, but could be improved not only in how you provide the information and lead the player to learn how the mechanics work, but also in pacing (when it happens, how fast etc) AND, more importantly, in a comfortable and nicely presented way.
That means having a dedicated Tutorial Button in the Main Menu and not just ordering players to do one specific thing on a limited map.
Give them some open space to experiment while they learn. Allow them to make mistakes by providing "Erase" cards.
But the problem is again that there is no distinction made between buildings and resources. I feel dumb for even asking this... but is an Orchard a building or a resource?
A Grain Field should be a resource... like the trees that are already on the map, but nothing states what what is. Why do I get points for planting a grain field when there is no wind mill next to it that would benefit from the grain field?
I just picked the puzzle "Mainstreem" as an example. You get a lumberjack, a saw mill, a fishing boat and a boat bilder.
What is a fishing boat? What is a boat builder? The fishing boat... I get that it could get points from being surrounded by water, because it could fish there.
But why does a boat builder get points from water tiles next to it? Where do the points come from?
Like I get your example of the lumberjack. When it's surrounded by 6 forest tiles I get more points than when it would be surrounded by 4 forest tiles. That's obvious.
But I don't get the logic behind all the other stuff. I don't get what I get points for when I put an Orchard somewhere. Does it harvest something from its surrounding tiles? If so, what?
See, the gamedesign works in a way, that everything, people, wood, stone and so on, is collected under the same resource Points.
So a Market needs people to work properly, maybe also needs something else, so when you place it, you get more points the more people are in range.
A woodcutter does chop more wood the more forest is around, but instead of providing wood as a product, it produces Points.
Points which you then use to place more Huts, Houses etc.
You dont have classical resources as in Anno etc.
Its all collected under Points that have different conditions to each other.
This might sound odd at first, but its actually a good decision, because that way they can add basically anything they want and then just design a building by assigning what GIVES it score and what TAKES score from it.
If you think a bit about it, anything is a resource anyway. Thats quite broad way to look at it, but this allows to simplify the economic system.
Instead of having resource dependencies like "You need 3 wood for a woodcutter", you just have points, for more gameplay freedom.
Trees are there for lumberjacks to harvest. What about the Orchard? What is it? Is it a resource?
Where are people now coming from?
Why is there a disctinction made between sea and lake and river?
I get that it's more of a puzzler than a city builder (like in Dorfromantik you don't build a city, you just match tiles) - but it is presented like a city builder.
Why do I get points for planting a cottage in the woods? What is the logic behind that? There is no resource involved.
Why do I lose points for putting a lumberjack next to a cottage?
Some tiles are yellow, some are green, some are mint green, some are white. What does this mean? There were no points shown.
I just randomly put buildings on the map. No system behind it.
I think I'll just stop for now and wait for updates or something, because I literally don't know what the mechanics are supposed to be.
When you select a building like the market and hover over the map, it shows how many points it scores when placed.
Thats the gameplay mechanic of this game.
And again - no explanation of why I would get or lose points. I get it's abstracted for a puzzle mechanic...
I'm 37. I've played all my life. All kinds of genres. I don't think there's ever been a game that made me feel as dumb as I feel now.
Like you mention resources and points and it's supposed to be the same... but they don't disappear. It doesn't compute in my brain. The metaphor doesn't work.
So normally it looks like this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2958449954
A woodcutter, surrounding woods give score plus (4 per wood/forest).
The number above the woodcutter shows how much you will get when placing it down (16).
The colours only show whats beneficial to the score (green) what doesnt matter (white) or what is potentially reducing score (red).
Does it look like that for you?
Your goal is to generate points to fill the bar on the right side where the decks are located to get new cards/draws.
On my screenshot i need 22 points to unlock the next cards.
The left side shows how many points i need to upgrade the Castle.
The number in the middle shows the highscore.
6000 for gold medal or finishing the session successfully.
The goal of the game is to generate as many points as possible to fill up all these things and reach the highest score possible.
This is no city builder where you produce resources.
Its a tileplacer.