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Once you place those things, you start collecting analytics on the quest. At this point - you can do what you want and ignore the game designers. Delete the turrets, take away the spawn towers etc. But - you would need to put other things in the dungeon to keep players entertained (other wise they will get bored and stop playing). There is also (not seen in the demo) A kind of cost to time ratio, where we try and figure out how much that quest cost to build for your studio, and then the investor gives a rough time that he wants people to spend on that quest in order to get his money's worth.
At that point, you can just ignore the investor, or you can redesign your layout to meet their requirements. The most important thing is that the players have things to do. In the progression panel (accessible from the shortcuts at the top of the screen), you can click the interactions tab, here you can view down to the individual item how much fun people are having with that thing/how much they are using it. TBH - that feature isn't really done yet, but it works on the destructable grass.
Thanks for the feedback, and for trying out the game!
But I think having to constantly unlock assets makes it not fun for me. Also I didn't really understand why things had to be swapped to the bottom bar in order to unlock. Without having any knowledge about the game I was thinking like you would pick a quest to start, automatically get those assets, and then place them into the world. So you are constantly adding new assets to your world and then each player winds up creating something very different.
I was also kind of expecting you would start with a starting building like an inn and maybe a place for players to spawn in, and then you would place the quest giver in town and the quests and dungeon assets a bit away from the town. Then as you create more quests the center town would get larger as you slowly add more buildings to it and everything would fill out. Right now you start with a really small build area and there is like a pole like thing in the middle?? Everything felt very squished in and claustrophobic to me.
My first RPG games were the Ultima games, Bard's tale and like Dragon Warrior/Quest 1, etc so maybe my baseline is different. This might appeal to some people, but I think having things more streamlined is going to work for more people. It is quite different than I expected. And honestly maybe I missed a lot and didn't play it correctly and this post may seem crazy.
it was a bloody 2GB download that was artificially ended after about 20-40min of gameplay; half of which was reading some BS chat messages about how hard it is to be a game dev >.>
ya well, too bad none of that other stuff was represented in the massive 2GB demo that lasted all of 20-40min.
it was so tedious and drawn out, I'd have loved to just have been able to skip the whole thing.
There are many out there without programming knowledge that still want to create a game and i think the devs are missing out on a huge niche market here.
A game this size is going to have a bunch of things people don't get on with, because some people want a game builder, and others want a simulation game full of suprise and weirdness like let's build a zoo.
The text is also something I have been thinking about. So the idea of a "low text mode" has been on my mind. Some people enjoy text, some people don't. To me as a game Dev, I think the story of game Dev is a fascinating one. And obviously lord Richards story might land better if you understand the full history of the material we are referencing.
The final game simulates pretty much every element of running a game studio, it's hard to do that without context, as a lot of running a studio is about talking to people, but I hope we eventually get around to offering a streamlined version of that for people that aren't interested in it. (Although our trailers feature a lot of it)
The demo is 2gb largely because we didn't strip out all of the assets from creative mode (mostly the audio). I didn't think about people equating download size to minutes of fun. It is a shame that we haven't managed to convince you of the games potential with this demo. But suffice to say, I do think there will be something for you to enjoy in the final game.
I understand that, and there are different ways for a story to be told. Through song, through poetry.. I like how the "Souls" series did their lore and story.
I'm not saying what you are doing is bad, nor do I want to sound like I am putting you down. I had fun with the gameplay, albeit a little confused about the necessity of some requirements to progress with this or that (two floors underground for clean water?)
I wouldn't mind if when we are setting up a quest, if we could have a description of the quest so we knew what it was about and how to go about setting it up to make it more fun and immersive. This isn't a requirement or anything mean spirited, but something personal for me.
seems like it wants to be like a github for dummies.
it's not as much about equating size to minutes of fun as it is equating forcing people to download assets they can't use in the version of the game they download to the devs skill and integrity.
like "why did they make me download all this crap and lock it out of the demo?", "can they not make a proper demo?", "are they going to ship a bloated game with a bunch of extra crap they intend to sell as DLC later?", "will the "finished game" even be finished or just a MVP?"
ya know?
I thought this would be a fun mmorpg developer simulator, but the game feels restrictive at how much you can do with the game.
Not only the weirdness of the Warrior class being locked in the demo, but also that for every asset to be implemented, I need to make a quest, so I can't fill the field with slimes for players to casually kill, because I need to have a quest that implements slimes so the players can face it.
Also, it's quite annoying the range for placing stuff is. I can't place a npc on the other end of the map, because I haven't put enough clutter in the map to have the placement range get there.
The part of the disconnect I didn't even gave a damn to what the npcs were saying. I were just picking the dialogue options where I was a total ♥♥♥♥♥♥♥. I ended up being spammed by the investor, because seems like dude is also a hacker or something.
And to make it better, I couldn't "enjoy" my game, because I managed to lock myself in the starter area because I placed lots of thick grass there, so I could only talk with the king and the npc that gives me a dagger, but couldn't play the rest of the game. Yeah, I managed to fix that afterwards, which triggered the server apocalypse shortly after, and demo ended.
Anyways, this game is definitely not for me. But I wanted to point out an anomaly I saw in the game once I opened the settings.
https://steamcommunity.com/sharedfiles/filedetails/?id=3385346349
https://steamcommunity.com/sharedfiles/filedetails/?id=3385346593
I don't need to explain the weirdness, because the screenshot titles already tell everything. It's bizarre how the Back button got a different text after I swapped languages at least once.