Godus
My own feelings on Godus
Okay, let me start off with some positive points, because I don't want be one of those guys that just rants all over what he hates, and walks away.

1. General look and feel: I do find the art style to be interesting, and very unique to the game, though I have one or two issues I'll name later. The landscape look really awesome as you pan around the map.

2. The belief raidus: I like the idea that my powers and field of vision grow as I gain more followers. You start off with a very small little area, and as your people flourish, so too do you.

3. The Civilization Progression: There are one or two things I would change here, namely adding in acient sea faring vessels like rafts, or canoes or some such, but essentially, the progress is good.

Okay, now for things I'd like to see change, starting with my largest issue:

1. I feel like I'm their nanny: I don't really feel at all like a God in Godus. My followers don't actually DO anything, sitting around waiting for the divine hand to make them move. Yeah, they'll run out to a nearby plot, but only if I personally clear the plot, and click on a house in range to force them out the door. Getting the ability for them to head to empty plots on their own does not fix this feeling, because the ability should have been there to start. At every other point in Godus, I'm the only thing making this group of people move at all, and without me, they'd just die off because they're too stupid to live, and apparently, the air is toxic.

2. The landscape: The landscape serves no function within the game, save as an obstacle. Trees and rocks have no purpose other than to be ripped up for belief and to open up land. mountains have no ores or anything in them, nor do they provide any sort of defensive bonus, they just get in the way of empty plot land. The oceans do nothing but drown your island-born natives, who can neither build simple rafts, nor learn to swim. Even on the subject of food, the animals exist purely to be snuffed by me so that they won't eat my followers, who never think "I should stop these wolves from murdering us."

3. BLOOOOOOMMMMMM!: Ugh, Beautify needs work, because of current, I either have to not use it, or use it on everything so it equals out visually.

4. Chests: The whole concept of ME having to gather chests, stickers, or whatnot is not only silly, but makes me once again the only force of forward progress. Why does God need a bunch of "stone"? And why haven't I collected said stone from all the ones I've gotten rid of? I would be much happier if my followers were responsible for going to find things that they needed to advance, with me allocating their expense as the inspiration, as opposed to the only being capable of forward thought.

5. Buildings: Okay, I can understand older buildings not generating belief, but then *why* don't the followers upgrade homes at all on their own? Instead, I have to keep going through this cycle of destroying everything they love just to have them rebuild it. I'm on board with buildings getting degraded over time, that makes perfectly good sense, but then why aren't the followers doing any repair on the structures? What really irks me is that, because of that cycle, I always get slapped in the Commandments as being against progress, which I was directly facilitating through the only means the game made available to me.

I'd really love to see actual weather and seasons in Godus, as they are a fundamental part of human life. That and actually having the followers do things with their lives, because right now, they're just a set of numbers used to determine how well I'm doing. On the starting island, I'd love to see them fish, then begin to hunt when they come inland. Why can't we see them domesticate some of the local wildlife when we get animal husbandry?
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Exibindo comentários 115 de 28
Prester 17/dez./2013 às 15:26 
i feel you man

agree with all points
XxXbonergirl69XxX 17/dez./2013 às 17:00 
One of the more minor things I enjoy about this game is the whole unlocking certain mechanics concept, like EvoLand.
Like when you finally get the calendar card, it unlocks day-night cycle, and farming unlocks weather.
Luffy07 18/dez./2013 às 1:56 
Escrito originalmente por Rattle Me Bones:
Like when you finally get the calendar card, it unlocks day-night cycle, and farming unlocks weather.

Yes because that makes soooooooo much sense
senakujin 18/dez./2013 às 3:40 
I would like to know the design motivations of the chest/card system.

The best i can think of is that the cards are ideas that you as a god pass on to your people, and the chests with resources are tributed to you by your people, and you crank some gears in your head and come up with something to bestow onto your people.

Or you have some wisdom you wish to give to your people, but need some essence from the earth to unlock it, and once again your people tribute them to you.

For chests the best justification i can think of is that they are left behind from previous DemiGods/Civs that failed to prosper or moved on, but there is really nothing there to justify that reasoning, just a personal narative.

If they stick to this system, they would likley need to connect the dots a bit more. If they are tributing the stickers, it should be more pronounced, maybe with an alter the unit takes the chest back to. This can also act as a point of contact, where a tribute of stickers is made to you, then once you complete a card, some energy descends from the heavens and into the alter with some kinda of pulse or something to show you're affecting your people. Or if there are plans for a critter or prophet, it could act in the same fashion.

If they choose a diffrent system, thats fine with me too, but justifying the mechanics dose seem important. I can fully respect that focuses have to be picked and justification of mechanics is often left till a polishing phase, thats tottaly fine, but all the same it just makes me more intrested in knowing the design motivations (maybe a future blog topic?).

I agree tottaly with points 1-4 though, i hope the AI changes will give the people more of a will to start and complete projects on their own, that i as a god can abolish or zone off in some godly way in typical god game fashion.

As for point number 5, i'm pretty sure that is a bug. When 22cans went from 1.2 to 1.3 they created a new system to spring followers, and it actually ends up bugging out with pathing issues and other things. A Shrine of Exploration should in theory also auto spring your people to fix houses, but attaining that card seems to be bugged in 1.3, and i don't think it appears in the video for the next version which makes me hopeful that followers will just exit houses them selves if they find a job to do nearby.
Última edição por senakujin; 18/dez./2013 às 3:55
John 18/dez./2013 às 4:30 
I mostly agree with OP, except I don't feel the progress is good - it's kinda silly actually. Your followers build farmhouses before farms, and when they can build farms you as their God can destroy 90 % of their homes because they only need farms...so the goal in primitive age was to gain population but in bronze age it doesn't matter any more, only food matters.
What I'm trying to point here, it's immersion-breaking and counter-intuitive, in reality when humans learned to farm land they were able to greatly improve their population thanks to this extra food. It's just one of many flaws of current progression though.
Última edição por John; 18/dez./2013 às 4:30
Prester 18/dez./2013 às 6:17 
@ sensakujin i fear that the design desicion behind chests(instead of proper resources) is (or was) the fact, that this method makes it easier to make chards purchasable with gems.

think about it. if your followers mine stone and ore and wood, there is so much in the world, it wouldnt make sense to buy it with gems, (more rare resources perhaps at the marcet place or smth).
even when they make the resources rare, it would still feel odd.
finding these chests and maybe being a bit unlucky and needing just one more card sounds like a much better motivation for spending gems for it, and it doesnt make spending gems for cards sound as "ingame shop like" as it would if we had proper resources.

just my thought

because realy i havent seen anyone (besides 1 person that was probably just trolling and he had no arguments for chests, he just always said "i like it i like it") that like chests. and i have seen tons of people complaining about them.
LuckyN13 18/dez./2013 às 18:20 
I agree with the people being so useless without you, and how pointless it is to have trees and rocks in the game.

All you're doing for the entire game is flattening out landscape. Thats it. Your people do nothing but build houses, and they do a stupid job at that too, they come out, build the house, and either go into the house or wander around and die.

Why does god need to collect chests? Why does god need resources? Why cant my people gather the resources themselves?

When I first bought the game, I though it'd be like Populous, with a side of Age of Empires. My people would go out and mine trees, rocks, gold, metal, etc. There would be resources, not just faith. Why do my houses costs Faith? What exactly does Faith do as a building material? Why not just have Faith for GOD POWERS ONLY, and use resources for building/researching.

Faith in god, faith that he will literally walk the people by the hand into the Space Age. Boring, very boring.

I feel like I wasted $20 on this game. It has barely progressed since its release. It just seems like theres nothing here. I dont wanna play a game where I click and drag for 200+ hours before unlocking space age (I spent 40 hours just getting to bronze age for christ sakes), and feel like my people are still so stupid they might as well be in the stone age again.
Flattening out the world so your people can build houses out of faith, so you can continue to flatten the world out, continue to build more houses, just to unlock some crazy god power that you wont ever use... is not fun at all.
Septimus Omega 19/dez./2013 às 5:23 
Well hold on guys the followers do seem to haverest resources like diamonds and possibly iron or stone? but yea seems like there should be copper and food such as fish etc. to harvest as well. As a god you should also be able to provide reasources to your people as well as inspire them to develop tech. I get the feeling that Godus is in part a paid title and in future a pay to play title. Hence the store and small amounts of practical resources. Ultimately it doesn't matter because I do not know any players who have advance beyound the farming stage.
reading the posts I too share many of the sentiment listed above.
Última edição por Septimus Omega; 19/dez./2013 às 5:25
Imp0815 19/dez./2013 às 9:25 
I agree on all points. This would be a real god game like i imagen it. Only be a helping hand in the backround, see your people prosper, then help them or destroying what you dont like.
disagree with you. This is just a parody of the Black and White. That she was really gorgeous game, I'm still having fun playing it. And this is a pathetic attempt to be like.
Imp0815 20/dez./2013 às 4:02 
Escrito originalmente por fironikys:
disagree with you. This is just a parody of the Black and White. That she was really gorgeous game, I'm still having fun playing it. And this is a pathetic attempt to be like.

disagreee with you. because gods are no baby sitters. And black and withe is also a babysitter game.
Escrito originalmente por 4f_Imp_0815:
Escrito originalmente por fironikys:
disagree with you. This is just a parody of the Black and White. That she was really gorgeous game, I'm still having fun playing it. And this is a pathetic attempt to be like.

disagreee with you. because gods are no baby sitters. And black and withe is also a babysitter game.
Why?
Prester 20/dez./2013 às 4:29 
because he is 12 and didnt like you "disagreeing" with him so he tried to parody your post.
Imp0815 20/dez./2013 às 6:10 
Escrito originalmente por Prester:
because he is 12 and didnt like you "disagreeing" with him so he tried to parody your post.

I disagree with you.
Escrito originalmente por Prester:
because he is 12 and didnt like you "disagreeing" with him so he tried to parody your post.
so what that he is 12 years old? Some students may sometimes give and reasonable answer.
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Publicado em: 17/dez./2013 às 9:41
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