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You are totally right that as a developer it's hard to pay attention to all the little annoyances, it's something that I want to improve on. The more important that I get feedback like yours.
Thank you very much Michal.
I hope the tone wasn't too harsh.
I mean it really neutral as criticism that only annoys me personally.
Is there a roadmap?
And do you have support? How many people are you?
I hope Corona gives you more time than it has disadvantages. And stay healthy
best regards
I recommend watching some of admittedly few Youtube "Let's Plays" for KeeperRL.
Splattercat, who specializes in Indie games, has done a few few-parter vids for KeeperRL and revisits it occasionally when new patches come out.
https://www.youtube.com/watch?v=_CxEn0rjBOk
Aavak has done several as well.
https://www.youtube.com/watch?v=0SZuwqncAQs
FallenShogun has a pretty long series for it:
https://www.youtube.com/watch?v=kbVi9SeBH2Q&list=PLi9_tXwdXOlifmYQgP5fLxd-O2a4PMMuR
I usually go straight to Youtube for "Let's Plays" for any game I'm considering for purchase. I think it was a combination of Aavak and Splattercat and a follow-up with FallenShogun that convinced me to buy KeeperRL. Afterwards, I continued to watch for Let's Plays from those YT'ers.
For myself, after the tutorial and after a few minutes of gameplay, armed with knowledge from watching some Let's Plays, the rest of the game's mechanics were fairly easily assimilated. The one that was the most confusing was the inability to re-attempt the "Tower Puzzle" (disappointing more than confusing, I suppose) and a few bits of combat abilities/tactics.
One thing to note: If you don't pause and micromanage combat things can quickly get out of hand and very dangerous. :) Combat encounters progress very quickly and the CPU has a pretty big advantage... That means, at least to me, that pausing combat and making choices during the resulting calm is the most satisfying way to progress the gameplay for me.
KeeperRL is a real "gem" of a game. It's simple, but complex enough to scratch that itch if needed. It has enough challenge to not be "formulaic" but has just enough "strategic and tactical necessities" to allow the player some satisfaction in "planning." Organized chaos with a dash of occasional uncertainty up to a point...
You take your soldier units and kill everything on the other map. You can only build and develop on the map you started on (or dug down to with stairs).
Ah. That's a little disappointing. I was hoping you could set up house on each part of the map. So it's basically just raids?
It's really not bad at all. You can dig "down" in your region and can uncover all sorts of more difficult enemies, most with their own little bits of "territory" and dungeons... (Very tough enemies if you're not prepared and haven't yet explored other regions to get the experience/gear you need.) To have that possible on every map would be a bit over-kill and that'd likely be the expected result by players if they could build on other maps.
Your activities will basically be exploring other maps, once your first top-level is cleared, and finding enemies on them to fight. Most will have extensive fortifications/dungeons of their own. Some will have collections of villages, maybe even a castle. You'll defeat them, kill them off, capture them and bring them back to convince them to join you, loot everything, etc...
There are enough maps to make this entertaining with varied experiences and enough different enemies so that no one tactic is always the best to use. Add in variations with dungeons/etc it's all fairly decent in terms of gameplay activity.
Enemies will, however, take notice and they may decide to send assaults against you. They'll keep doing that, too, if sufficiently upset about how dangerous you are. Those can certainly not all be handled the same way and some are pretty nasty, meaning you'll eventually want to send out your own assault force to wipe them off the map.
Eventually, you'll want to "Dig too greedily and too deep" in your own map space. I think that's best done after one has cleared the enemies above ground and in shallow dungeons in other maps. Having the chance of a nasty Raid hitting while your so occupied below would be kind of nasty. :)