Ark of Charon

Ark of Charon

Tarthrin Jun 12, 2024 @ 10:40am
Furthest playthrough review and notes
Golems are painfully inefficient in their task orders, running from end of map to the other end.

Golems harvest things, and then leave the produce behind to go to their next task. They should pick it up at least. If they are going towards or already near the base, they should drop it off on their way to the next task.

Golem was harvesting in a farming zone. I didn't want them to re-plant. I deleted the zone under that square. The golem stopped mid-harvest. They should continue harvesting.

Lighting seems to have little to no obvious impact to gameplay. Building and relocating lighting seems to waste much more time and resources than the movement speed penalty. It's only apparent during the darkstorm. Does lighting do anything against enemies?

Core under attack notification won't go away

Having the buildings of different materials being different sizes is cool, but makes it impossible to upgrade without deconstructing everything. Which there is not nearly enough time or resources to do.

Having no way to replenish wood stores is a game breaker when the main weapons are made of wood and use wood for ammunition. Forges/Cookpot should be able to use coal as a replacement source instead of wood.

The overworld map can have a single track path too often

Definitely need a better idea of how much time you have left

Need to be able to assign golems to defense reloading (especially trebuchet that have only one shot).

Need to be able to globally or quickly change golem priorities. Need to be able to see their bonuses/penalties on the priority page. Currently you have to find them, check their bonuses, count the number of golems or otherwise identify them in the list, then change their priority. It's not too bad when you only have 3-4 golems.

Some upgrades would be nice, mining speeds, carrying capacity, being able to carry more than one type of item at a time.

Production times and/or resource costs for things need to be reworked. Making enough iron for even one shield took two map transitions.

Why can I build some things outside but not others? Why does enclosing an area with pillars (walls) and tiles (roof) count as inside?

Ladders built up to tiles create a hatch for movement. But ladders up to a roof of a building do not.
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sunsoft-*****  [developer] Jun 12, 2024 @ 11:41pm 
Hello, thank you for playing the demo.
Many good ideas and feedback as well, thank you.
Will be sharing and discussing all of them with the team.

Some answers to things:

Regarding lighting, golems move very slowly in the Dark Storm, or during battle. Lighting is important for battle, as the golems are often reloading the weapons and moving about. For regular nighttime, their movement will not slow down.

At the moment, all production related facilities can only be built inside, and all offense and defense facilities can only be built outside. But I also think it might not make sense for some facilities, and also I agree that the inside/outside determination is buggy in some areas. We will fix and try to improve this area.
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