Godus
Alcaron 11 Oct, 2014 @ 6:49am
Godus still misses the point.
Kickstarted this and for awhile it was promising but incomplete and buggy, came back after, quite a long time, and I see they still miss the point.

In a god game the LAST thing I want is to sit there and constantly be waiting for more belief so I can do...anything.

You warn us about spending all our gems and then make 5k belief cost 22 of them. Meanwhile 5k belief doesn't go NEARLY as far as you would like and the buildings generate it at a snails pace. I literally find myself doing something and then leaving Godus in the background to grind away.

Every single solution they give (sac followers, use gems) comes with the warning that they have made it prohibitive to an extent, so, by all means, sac a follower...unless you don't have 100 belief, or don't want to deal with the negative side effects.

And if you are going to add "challenges" to the game, please let us choose how much of them we interact with.

The pinnacle of irony is that Godus is a god game with nearly constant restrictions.

I had hoped for a game where shaping the world would be the draw, but it doesn't seem like this game is overly concerned with that.
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Showing 1-15 of 48 comments
CatOnMushroom 11 Oct, 2014 @ 8:48am 
I hope it will be a good game to play, more for the fact what layes within that weyworld thingy. gets a bit more complex then getting just posibilities like a voyage, for that point its not nearly done and will take time.. glad to have some more able to experience these days even if it costs me 1600 man to build that ark but its a goal not difficult for me that is to get to. its a game and not going in any other discussion it can be quite good if not better we'll see
Tzak 11 Oct, 2014 @ 8:59am 
What does indevelopment mean to you? This game could be 100% different on launch.
Gmr Leon 11 Oct, 2014 @ 10:25am 
Absolutely agree. It's falling into all the same traps every other free to play mobile game has over the past few years, despite the realization of the problems of those traps. Sure, keep saying it's in-development and all that, but as far as mobile is concerned, it's in a release-state and the business model is as benign as a teased wild animal.
Last edited by Gmr Leon; 11 Oct, 2014 @ 10:25am
Tzak 12 Oct, 2014 @ 12:15pm 
I completely disagree with your outlook. We have entered an age where games get content updates whether they are in alpha, beta, or released. This game currently has no end-game, missing up worlds, pvp, even SPACEAGE! And probably a ton more. We just don't know.

My suggestion is. If you don't like, don't play. I have over 500 hours in this game. From testing and giving my feedback. I personally like it and look forward to updates. What is annoying is people not giving a the development cycle a chance.....

Welcome to the Age of Content Updates!

Tzak, I think you missed the point. Yes, this game is in development. But if you consider what progress the game made in the whole time, and in what direction.... It´s nothing like what has been promised, in fact, the "progress" they made is quiet the opposite of what has been promised.
zayfard/TTV 12 Oct, 2014 @ 12:44pm 
Originally posted by Tzak:
What does indevelopment mean to you? This game could be 100% different on launch.

It could. However that wouldn't change the fact that, at this point in time, godus is still missing the point
El Jefe Grande 12 Oct, 2014 @ 2:22pm 
I was hoping for something along the lines of Black&White or my personal favorite Populous. but not so much.
Awark 12 Oct, 2014 @ 2:23pm 
Cheat engine is your friend in this game because frankly the only way to play is with infinite beleif and with the speed tunred up by 20 times. Then it becomes reasoably fun.
Danjal 12 Oct, 2014 @ 6:27pm 
Originally posted by Tzak:
What does indevelopment mean to you? This game could be 100% different on launch.
Considering the game as pitched was a PC focused title along the likes of B&W, Populous and Dungeon Keeper and the game being delivered is an iOS/mobile focused title along the likes of Tribal Wars, Farmville and Cookie Clicker.

Yep, the game is going to be massively different on launch.

Now take into account the cost of game development and the likely nature that they are going to scrap a full years worth of work to "convert" the game back to what they originally pitched and I think you have your answer on whether they're gonna do that 180 again in the future. ;)
76561198135081759 13 Oct, 2014 @ 5:16am 
Originally posted by Danjal:
Considering the game as pitched was a PC focused title along the likes of B&W, Populous and Dungeon Keeper and the game being delivered is an iOS/mobile focused title along the likes of Tribal Wars, Farmville and Cookie Clicker.
Godus was originally pitched as a multiplatform game (hence our use of Marmalade) - the game was just operational on PC first. I don't think we'd ever said or confirmed that Godus would be "PC focused."
Danjal 13 Oct, 2014 @ 5:22am 
Originally posted by G.K. @ 22Cans:
Originally posted by Danjal:
Considering the game as pitched was a PC focused title along the likes of B&W, Populous and Dungeon Keeper and the game being delivered is an iOS/mobile focused title along the likes of Tribal Wars, Farmville and Cookie Clicker.
Godus was originally pitched as a multiplatform game (hence our use of Marmalade) - the game was just operational on PC first. I don't think we'd ever said or confirmed that Godus would be "PC focused."
It is a logical conclusion that if you make a game drawing from games such as Dungeon Keeper, Populous and Black & White. That it seems safe to assume that the PC release of that game atleast, will be a genuine PC title.
And not a mobile port.

Afterall, why mention these titles (which are inherently ingrained in the PC platform), unless you do not intend to follow up in making a similar style game.
If the intent was to make a farmville-esque cowclicker, then shouldn't that have been the warrented reference material instead?

And I quote:
GODUS draws on the cunning battle-psychology of Dungeon Keeper, the living, changing world of Black & White and the instinctive, satisfying gameplay of Populous.
Now perhaps this is just my opinion, but Godus is lacking on all those fronts.
And nowhere on the original pitch are we referenced towards timers, gems, freemium mechanics or similar such concepts. (Something I'd consider a pretty big omission seeing the current status of Godus.)

Then there's also this:
Populous was created over 22 years ago, and we believe that to date, nothing has come close to emulating its powerfully godlike experience. It’s this experience we aim to reimagine. GODUS blends the power, growth and scope of Populous with the detailed construction and multiplayer excitement of Dungeon Keeper and the intuitive interface and technical innovation of Black & White. The original Populous hailed from the 8-bit era but GODUS will use the most modern technology the world has to offer.
Now unless "modern technology" refers specifically to mobile devices... I think its a far cry from what the game currently is.
Last edited by Danjal; 13 Oct, 2014 @ 5:24am
Heggers 13 Oct, 2014 @ 5:40am 
With all due respect to GK, I'm pretty sure he wasn't on the team when the Kickstarter pitch was written and is unlikely to know what the original incentive or direction that Project Godus was going to be be taken in.
Danjal 13 Oct, 2014 @ 6:07am 
Originally posted by Heggers:
With all due respect to GK, I'm pretty sure he wasn't on the team when the Kickstarter pitch was written and is unlikely to know what the original incentive or direction that Project Godus was going to be be taken in.
With all due respect to 22cans - isn't that their task to inform their community managers....
To make sure that GK is aware of the finer details of what goes on and why.

As to allow him to perform his duties as a community manager for them ;)
76561198135081759 13 Oct, 2014 @ 6:14am 
Danjal, all I was saying was that in the original pitch, Godus was not described as "PC focused" - that's your inference, not something we explicitly stated. Right from the very start, the studio made its intentions clear that Godus would be brought to mobile devices as well as desktop PCs, so to say we originally pitched "a PC focused title" is factually inaccurate.

You are 100% correct in that Godus drew upon the heritage of B&W, Populous and Dungeon Keeper as part of the original pitch and I agree that free-to-play mechanics were not made explicit either, that much is absolutely true. However, Peter always had mobile in mind so it's not true to say that the original pitch for Godus was with a focus on PC, at least from the studio's perspective.
Last edited by G.K. @ 22Cans; 13 Oct, 2014 @ 6:15am
Danjal 13 Oct, 2014 @ 6:37am 
And the fact that the concept of a PC oriented design has been reinforced for so long throughout development is at the source of all this conflict.

I ask you this, why didn't 22cans come out and say they are making a freemium mobile title once they made the deal with DeNA? Or even as early as the kickstarter.
Immediately shooting down this "inference" that has been made by basicly the majority of the original backers and SEA supporters?


As you state so keenly here - "it was always the focus" - so why all the dancing around that with subjective promises and vague claims. All the while keeping up the idea that "one day PC will be done".
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Date Posted: 11 Oct, 2014 @ 6:49am
Posts: 48