Kingdom: Classic

Kingdom: Classic

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Dear Dev's, Please fix this game
I've been trying to enjoy this game for a while because I really like the art style and the soundtrack, but I've just become ultimately convinced that the current build of the game is just broken.

And I don't mean bug filled, I mean the gameplay depth is completely tarnished. I will explain.

The flyers in the game along with the Archer's AI results in flyers being an effective bleed on the players population. If a flyer attacks at all, any guard towers that are not protected by a large amount of archers will always result in the archers getting abducted and removed from the game, this is because archers will target the first thing they see, which might not be the flyers, and even if they hit the flyers (Even at full archer statue) the flyers will still completely overwhelm the guard tower resulting in the archers losing.
The major problem is that the flyers eventually come in every wave (not just blood moons) which means that should the game last too long, outward tower's become a liability, if not completely useless.
This wouldn't be as much of a problem if you were able to demolish structures, allowing you to get rid of problematic towers on the outskirts once the flyers become common enemies, or even destroy towers on the inner sections, or the defeated side to allow the archers to perform other duties rather than sitting in their towers doing nothing forever.
Alternatively, it would be nice if there was an active way to deal with the flyers yourself, such as if the flyers actually attack you and cause you to drop several coins, that they just leave assuming they had abducted someone, this way I could throw alot of coins at the flyers in the same way that I deal with the greeds by dropping coins, or with the giants by distracting them until they get shot or destroyed by the sun.

This first problem involving the flyers and the Archer's AI means that either you never expand (which is boring) or you end the game quickly before the numbers become too much (which kill's a playstyle hurting the depth of the game)
A suggested fix is to either make the archers prioritize flyers in attack waves, and to actually kill them faster if the archer statue buff is active (Or maxxed out whatever works) this way players that decide to actually build outside their starting location won't feel like their outer towers are going to be a big waste of time. Also the ability to demolish structures would be nice.

The second problem resolves around how the catapults function. They will always go to the outermost wall to set up their catapult. While in transit they are not loaded, and if the wall is destroyed before they reach their destination they will just sit still where they are vulnerable. Sometimes players want to have outer walls just as a means to delay the enemy so they can have more time to prepare for the oncoming attack, it would be much better if the catapults stayed at the starting wall until you pay them to advance to the next one, the cost can be the same as commanding the army, and coins become extremely plentiful later on so this shouldn't be a problem.

The third problem is how the hunters function. I've noticed in one of my games archers are out hunting for deer and rabbits during the daytime, and an attack wave is already on it's way before the hunters decide to go inside the walls. Once the enemy gets in range of the archers they will stop and fire at the oncoming enemy resulting in them getting attacked and losing their weapon/coin. There is no control over stopping this as the attack waves eventually just attack so early that archers just get caught while hunting, even though you were perfectly aware that an attack was on the way there's no way to rally archers into the walls.
Putting a town bell somewhere in the kingdom for us to pay coins to ring would be nice, that way we can signal the troops inside pre-emptively to prepare for such an early attack. Or similar to the suggestion with the catapult, let us decide the wall where the archers setup for defense, instead of having them always go to the outer-most wall, it could be as simple as a flag with a bow on it, let us pay coins into it to make archers go to the next outer wall.

The fourth problem relates to just late game in general, I'm pretty certain this was a design choice on your part but it's a flawed one. Once the game lasts too long, it becomes literally impossible to win. There is only one way to attack the portals, by recruiting knights and ordering them to attack. The problem is eventually the attack waves begin so early, become so numerous, and have flyers in them that any knight attack sent at anytime will result in the knight dying and the attack failing. This means that players in the end-game are just on a clock, where they are running back and forth between vagrant camps, farms, and base just to keep things functioning and trying to keep up with the losses as they are happening. This is incredibly repeditive and boring already, but insult to injury when we realize that there is no way to actually win the game anyway so it's just a wait to see when the game decides to send an army so massive that you just lose outright. With a name like kingdom, the late game should actually matter, instead of being something you should avoid.

The fifth problem is related to negative possibility space and unfair punishment to players unknown of nuance. Players who first play the game won't know that chopping down the last tree next to a vagrant camp destroys the camp as well, with absolutely no way to bring it back, and no alternative to replace vagrants that get carried off by the fliers. Additionally, once you completely clear 1 side of the map, there is absolutely zero benefit for clearing out the entire forest on that side. No unique structure, no achievement, just a punishment for all the vagrant camps you decided to destroy along the way. Forcing players to restart their games like this doesn't make the game fun, that's only catering to a single playstyle where there could easily be room for much more. What would have been great is if you destroyed all the trees on one side of the map, you could build a structure that makes all your archers direct their attention to the other side of the map. Since there won't be anymore attacks from that side anymore this would help greatly, while also rewarding players who have successfully defeated 1 side.

I've realized that the only way to successfully beat the game is to destroy the portals very early before the numbers become too great. I've even noticed that farmers are completely worthless since it's much easier to just herd deer for the coins needed in order to win, as you save alot of investment and time that creating farms and farmers would have normally costed you. And since your time to win the game is limited, you can't afford to waste time at all.

But this game could be much more than this, you've introduced a unique playstyle that has alot of potential but your limiting it with this single minded win condition that you've given players. There are simply alot of things that you SHOULDNT do in the game, rather than alot of things that you SHOULD do, and more importantly, not enough things that you could actively do like the statue buffs.
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Showing 1-15 of 19 comments
Gatuno Feb 10, 2016 @ 4:50pm 
I just bought this game and I'm getting really pissed with the AI too.

I'm losing my farmers everytime! they used to go back to my fortress after night, but now they just stay there and get killed.

I don't know what i have to do, I can't figure out how to upgrade my stuffs, I can't advance anything, there is no tutorial what so ever!
[☆] Zackreaver Feb 10, 2016 @ 4:53pm 
Originally posted by Frango Zumbi:
I just bought this game and I'm getting really pissed with the AI too.

I'm losing my farmers everytime! they used to go back to my fortress after night, but now they just stay there and get killed.

I don't know what i have to do, I can't figure out how to upgrade my stuffs, I can't advance anything, there is no tutorial what so ever!

In regards to this, just don't upgrade your farms to level 2, level 2 farms are what cause them to not go into the fortress. This can have it's benefits because when the next day starts they are already at their farms so they immediately get back to work, having a much faster coin production than normal. The downside is that during attacks they are not protected inside the main fortress.

Unfortunately this is an irreversible process, so only upgrade if you intend to commit to it. Such as having the level 2 farm protected by a maxxed out wall.
Last edited by [☆] Zackreaver; Feb 10, 2016 @ 4:55pm
Gatuno Feb 10, 2016 @ 5:31pm 
Originally posted by Zackreaver:
Originally posted by Frango Zumbi:
I just bought this game and I'm getting really pissed with the AI too.

I'm losing my farmers everytime! they used to go back to my fortress after night, but now they just stay there and get killed.

I don't know what i have to do, I can't figure out how to upgrade my stuffs, I can't advance anything, there is no tutorial what so ever!

In regards to this, just don't upgrade your farms to level 2, level 2 farms are what cause them to not go into the fortress. This can have it's benefits because when the next day starts they are already at their farms so they immediately get back to work, having a much faster coin production than normal. The downside is that during attacks they are not protected inside the main fortress.

Unfortunately this is an irreversible process, so only upgrade if you intend to commit to it. Such as having the level 2 farm protected by a maxxed out wall.

Then it explain everything! i upgrade to level 2 farm and since them nothing is working! ty

But how do I upgrade my walls to rocks? I only made them to wood :(
[☆] Zackreaver Feb 10, 2016 @ 5:50pm 
Originally posted by Frango Zumbi:
Originally posted by Zackreaver:

In regards to this, just don't upgrade your farms to level 2, level 2 farms are what cause them to not go into the fortress. This can have it's benefits because when the next day starts they are already at their farms so they immediately get back to work, having a much faster coin production than normal. The downside is that during attacks they are not protected inside the main fortress.

Unfortunately this is an irreversible process, so only upgrade if you intend to commit to it. Such as having the level 2 farm protected by a maxxed out wall.

Then it explain everything! i upgrade to level 2 farm and since them nothing is working! ty

But how do I upgrade my walls to rocks? I only made them to wood :(

If you go into the forest there's a wooden temple like structure, when you spend 7 coins on it, it will instantly become a stone version of itself. This lets you upgrade your keep, towers, and walls to stone.

It's location is randomly chosen each game.
Last edited by [☆] Zackreaver; Feb 10, 2016 @ 5:50pm
Penfold Feb 10, 2016 @ 6:59pm 
Originally posted by Zackreaver:
  • make the archers prioritize flyers in attack waves
  • the ability to demolish structures would be nice
  • a town bell ... signal the troops inside pre-emptively ... for ... an early attack
+1
Penfold Feb 10, 2016 @ 8:43pm 
Originally posted by Zackreaver:
I've noticed in one of my games archers are out hunting for deer and rabbits during the daytime, and an attack wave is already on it's way before the hunters decide to go inside the walls. Once the enemy gets in range of the archers they will stop and fire at the oncoming enemy resulting in them getting attacked and losing their weapon/coin. There is no control over stopping this as the attack waves eventually just attack so early that archers just get caught while hunting, even though you were perfectly aware that an attack was on the way there's no way to rally archers into the walls.
As it is currently implemented, Greed attacks seem to happen earlier and earlier as the days go by to give them more time to penetrate deeper and deeper into your Kingdom before the dawn of a new day forces them to call off their attack. At least, that's what it seems like to me.

Such a mechanic is actually required in order for the Greed to ultimately be able to reach units, structures and rulers that are on the opposite side of the map. If the Greed attacks did not come earlier and earlier each day, players could simply hide their King/Queen on the opposite side of the map forever and be totally safe.

Since the motto for Kingdom was originally "Nothing Lasts" one can safely assume that, in the original version of the game, defeat was inevitable (as it is in all classic, tower-defence-style games). If players are not supposed to be able to last forever, then it makes sense to gradually (as opposed to abruptly) grind them into the dust. Earlier waves of Greed catching your hunting archers may be an outcome that is actually desired by the devs.

Put another way, the situation you have described may be the game working as intended.

If it is working as intended, then there is actually no problem (from a development point of view), and thus there is no need for a solution like the one you proposed:
Putting a town bell somewhere in the kingdom for us to pay coins to ring would be nice, that way we can signal the troops inside pre-emptively to prepare for such an early attack.
If there is an actual problem then a solution is warranted. The idea of a town bell is suggested on a regular basis. It is historically accurate and would give players a way to address the issue.

Another way, which does not require manual activation, and could potentially solve a different problem at the same time, is watchtowers.

The 3-archer tower is currently the tallest tower in the game. In certain stages it is very useful. In other stages it becomes a liability (due to flying squid attacks constantly draining your supply of archers). What if the game introduced an upgrade to the 3-person archer tower that:
  • was a little bit taller than the top tier of the current 3-archer tower
  • only required 1 archer to man (a "watchman")
  • had a bell that could be rung when the enemy approached
  • had a secure place for the watchman to hide from flying squid
When 3-archer towers were no longer needed, players could upgrade them to 1-archer watchtowers. Doing so would immediately free up two archers for the front line. Since the watchman would just be looking out for Greed, ringing the bell, then hiding, he wouldn't be firing his bow, so that tower would no longer function in an offensive role — it would become purely defensive. When any watchtower rings its bell it triggers the normal 'return to base' behaviour that currently occurs at nightfall. Because the watchtower has a secure space, you wouldn't constantly be losing archers to flying squid and need to replace them. Watchtowers could be constructed a long way from base and still be useful.

One building upgrade. Two 'problems' solved.
Last edited by Penfold; Feb 10, 2016 @ 8:52pm
Morphic Feb 10, 2016 @ 9:02pm 
Originally posted by Penfold:
The idea of a town bell is suggested on a regular basis. It is historically accurate and would give players a way to address the issue.

Another way, which does not require manual activation, and could potentially solve a different problem at the same time, is watchtowers.

One building upgrade. Two 'problems' solved.

That seems good.

Though I think the bigger issue is the Recruitment. Initially, you'd have 2 camps very close by, enabling you to easily grab 2-4 Peasants per day and they'd arrive within ~a quarter day. However as you must expand, destroying camps, you have to go further and further out to continue recruiting Peasants. This basically translates to a "diminishing returns" situation where the player spends 50% of the day just travelling to a camp location to recruit 1-4 Peasants. These same Peasants can take anywhere from half to a day and a quarter just to arrive.

That's why I proposed a Recruitment Office building where the Player could dump coins into it, causing a "Recruiting Officer" to travel to the nearest camp and recruit the camp's Vagrants. This would allow the Player to do other actions or even manually recruit in the opposite direction. IMO, this would mitigate the issue where you literally spend 1+ day(s) just to get 1-4 people. As opposed to getting 4+ people in a day, provided you have the Coin.

Note: The Fast Travelling System does indeed help, when you only expand in one direction; leaving 2 camps close by. However as the system is a one way trip you are still heavily losing time just to get much needed Peasants, to cope with expansion. IMO, I'm fine with losing a game because I made mistakes or missused resources. I'm not okay with losing because the game makes it impossible to adequately spend my resources. Even if we take Peasants off the table, there is no suitable "Coin Sink" which causes you to have mountains of Coins but nothing to spend them on. You end up being forced to throw them at the enemy which, IMO, lame design. Let's bribe the enemy instead of getting more soldiers because it's more effective to bribe than recruit...
Last edited by Morphic; Feb 10, 2016 @ 9:05pm
Ricksticks Feb 10, 2016 @ 9:21pm 
Yeah I gave up on building Archer towers quickly which is a little disappointing because I would have liked that strategic Tower Defense element. Currently they just don't compare to mass recruiting and having like 20+ Archers at each outer wall where the attacks occur. With a catapult making light work of everything on the ground, the Archers (esp. if buffed with the Archer statue) make light work of flyers.

Yeah I agree farms are quite useless. With mass Archers and a few builders it's easy to always be overflowing in coins already. Could be more done to incentivize having farms imo.

Great feedback and suggestions over all OP.

I really enjoyed my brief time playing this game. It had me excited like I was back in the day playing Warcraft 3 custom maps or playing games with a 'Survive the Onslaught' mission.
I immediately clued into the fact there seems to be a limited amount of depth and options to play and win though, which for a single-player game I reckon hurts the replayability somewhat - at least for myself that is.
[☆] Zackreaver Feb 11, 2016 @ 2:57am 
Originally posted by Penfold:
Put another way, the situation you have described may be the game working as intended.

The thing is though, nothing lasts could also simply be a means to taunt the player, indicating that there will be a struggle to succeed. But putting players into a situation where they cannot win despite still letting them play for several hours as if they could isn't good game design. It just makes the player feel stupid, thinking that when they get to that situation again maybe if they did things a little different it would have worked.

But leaving the player in a situation where they scramble back and forth doing everything they could possibly do every day while still getting overwhelmed by a force that you have zero answers for is just insulting to the player. Usually when a player loses they can learn something from the loss to improve themselves for the next time they play, especially when they get stuck in that situation again. Unfortunately most of what kingdom teaches you with losses is "You should have restarted sooner, now we're just going to waste your time."

And Dark souls 2: Prepare to Die! edition can be played entirely without dying, it's just the clause that surviving is very unlikely unless you've played the game before and know of every trick and trap. Making the "Prepare to Die" in the title merely a taunt to the player.

The "grinding the empire down" would be fine if you were able to play the game better and keep up or surpass the rate the game offers, unfortunately you have preset limits, the camps can only ever have a cap of 2 vagrants to recruit at any given time, and you have to reach them before the next respawn or you'll miss one. This cap should increase as the enemy numbers increase as well, requiring you to recruit more members to handle the ever increasing threat. Or you know just give us an answer to the flyers, we can bribe greeds and distract giants but the flyers just come and steal our people and we can't do a damn thing about it.

It also would have been better if the map was just simply larger, and you had to travel further in order to get things done, this would have made the portals more useful than they are right now. There could be more enemy portals as well, though I'm sure if anything extension of the land would probably be more appropriate to expansion DLC at best, while including new things to do and build.

But I just feel that if the players had more things they could do to combat the ever increasing number, we would have more players trying to see how long they could keep surviving for.



While I do like your watchtower suggestion, I would still prefer the ability to demolish/cancel structures as well. It would especially help the new player who didn't know undefended level 2 farms bleed farmers, resulting in an entire restart of an otherwise successful game.
Last edited by [☆] Zackreaver; Feb 11, 2016 @ 3:09am
Penfold Feb 11, 2016 @ 6:27am 
You make a lot of points, the validity of which are almost entirely dependent on how much emphasis you place on the four highlighted words in this sentence:
Originally posted by Zackreaver:
putting players into a situation where they cannot win despite still letting them play for several hours as if they could isn't good game design.
Since you never returned to reinforce that point, the rest of your post — which can be summarised bluntly (forgive me) as "the design is broken because I can't beat it" — doesn't really rest on defensible ground. You're not supposed to win. You are supposed to die. All of your suggestions for 'correcting' perceived 'problems' just prolong the inevitable. Prolonging the inevitable doesn't automatically make the game better. One of your suggestions even undermines the fundamental design of the game entirely. It's as if you think the game should be a completely different type of game... Obviously, arguments in the format "Kingdom sucks because it isn't Call of Duty" are not worth having, so let's not do that.

Based on the above, I suspect that the core of your discontent actually rests on those four words — as if they could.

Kingdom is suffering from a split personality (which I first discussed here). Basically, it started as an unwinnable tower defence-style game, but then became winnable. Structurally, it's still a tower defence game, but you can win by destroying Greed portals. Tower defence games aren't meant to be beaten — you just try to survive as long as possible. But you can't properly beat Kingdom — win — unless you destroy the portals (and that is best done sooner rather than later). So the game tries to pull players in two opposing directions at the same time — win quickly or don't win slowly. Since most players mentally equate 'don't win' with 'lose' they find fault in the long game.

A lot of successful games (Space Invaders, Tetris, Dwarf Fortress, and thousands of tower defence games) cannot be beaten. At all. Their existence proves that a victory screen is not required. Their popularity proves that players can have fun struggling for hours in the face of inevitable defeat. It's not the ending that those players are after. It's incremental improvement over the previous game — it's the pursuit of mastery. The simplicity of the first two also prove that a game does not need to be complex to be enjoyable. Players do not need lots of units or options or tools or controls or data or... any of that. Elegantly simple games that allow mastery of a limited set of controls and mechanics have been proven to be perfectly viable.

I do not believe that a victory of any sort was ever promised to players that took on the long game. In fact, the "Nothing Lasts" motto clearly suggests the opposite. You seem to think that players have been tricked ("as if they could"). I think the real problem is the game's split personality. I do not think a single game can pull players in opposing directions without causing confusion, nor do I think it will 'work' in the long run. A winnable tower defence game does not make sense to me. Your reaction and position is understandable if viewed as a response to encountering a split personality. You expect consistency — as most players do. If the short game can be beaten then it is perfectly fair and reasonable that the long game can be beaten (albeit by using different strategies and tactics, but beaten nonetheless). You even admit as much:
The "grinding the empire down" would be fine if you were able to play the game better and keep up or surpass the rate the game offers

It is my personal opinion that curing Kingdom's split personality disorder — by either completely eliminating the short game or completely eliminating the long game — is the only serious design decision that needs to be made by the developers. One personality needs to go, and it should go sooner rather than later. Then they can focus on the personality that is left and have a healthy game that is coherent and pulls the entire player base in the same direction. It should then be clear to all players what the game is all about, and no-one will end up feeling tricked.
Last edited by Penfold; Feb 11, 2016 @ 6:45am
[☆] Zackreaver Feb 11, 2016 @ 1:10pm 
Kingdom was not advertised as a tower defense game, and I did not intend to buy a tower defense game.

It is advertised as a "2D sidescrolling strategy/resource management hybrid with a minimalist feel wrapped in a beautiful, modern pixel art aesthetic."

I intended to buy a kingdom building game that had resource management, which as it turns out this game is not quite that, however it still doesn't change the fact that the game has a certain charm that I wish to enjoy.

However against your arguement, in dwarf fortress, tetris, space invaders and certain tower defense games even though theres no win condition, the players have control over it. It's through the players lack of skill that they get defeated in the game, not from the mechanics in the game deciding that their game will end. Hell in dwarf fortress, you can make a fortress that can't lose, even though it's boring and will essentially do nothing forever it's still available to the player as a choice.

The problem here is kingdom decides when the player loses, instead of the other way around. That disempowers the player and makes them feel like their efforts never matter. The ever increasing difficulty of the opposition isn't the problem, but rather our incapability to do anything about it. Which hurts the depth of possible gameplay, I don't feel like I could find any other way to play this game, I feel that I've found all that the game has to offer. When in reality I feel there is so much missed potential as a result of how the game functions.


I get the arguement your trying to make though, that "You will inevitably lose" being a core concept for the design of this game. And even though that is true, players should still have a choice in it. I feel that the game should be grinding down the player themself, as opposed to grinding down the empire they are running. We should finish the games thinking "I just couldn't keep going" as opposed to "The game decided I lost" because the former makes us feel like we've reached our limits, and allows us to acknowledge that and potential try to push ourselves further the next time. Where as the latter makes us feel cheated from an otherwise good game.
Last edited by [☆] Zackreaver; Feb 11, 2016 @ 1:18pm
MinaRoze Feb 11, 2016 @ 4:41pm 
I feel like it is worth while to add that if you manage to recruit 6 peasants a day for around 25 days or so and manage to not lose too many of your other recruits, you can sit on one side of the map with the only portal left on the completely opposite side. I'm honestly not sure if you'd ever die as day 223 came along and my queen was just chillin there (I left the game on while I slept). I did want to get on with working on achievements so I explored to see where all the monsters were at. They were about a half horse run away when I found them and even then they were starting to had back.
Penfold Feb 11, 2016 @ 6:35pm 
Originally posted by Zackreaver:
Kingdom was not advertised as a tower defense game, and I did not intend to buy a tower defense game. It is advertised as a "2D sidescrolling strategy/resource management hybrid with a minimalist feel wrapped in a beautiful, modern pixel art aesthetic."
Prior to purchasing I watched not only the two videos on the store page, but also a gameplay video on YouTube (forget which one). The sense that I got from the (20+ minute long) gameplay video, which I did not get from the (1 or 2-minute) store videos, was that tower defence-style gameplay was a core element of the game. You use currency to erect stationary structures (that can be upgraded) to fend off ever-increasing hordes of enemy units that always follow the same path and want to sack your base and take your crown. Sure sounds like tower defence to me. Sure looked like tower defence in the gameplay video. I had another look at the store page. If one expands the tag list on the right, you can even see 'tower defence' listed there. Wasn't one of the first five, but it was there. Many of the reviews also mention tower defence.

I intended to buy a kingdom building game that had resource management
I can appreciate how you could be under that impression if you only watched the videos on the store page, only read the short blurb, and only saw the first five tags.

as it turns out this game is not quite that, however it still doesn't change the fact that the game has a certain charm that I wish to enjoy.
Indeed.

The ever increasing difficulty of the opposition isn't the problem, but rather our incapability to do anything about it. ... I feel that the game should be grinding down the player themself, as opposed to grinding down the empire they are running. We should finish the games thinking "I just couldn't keep going" as opposed to "The game decided I lost" because the former makes us feel like we've reached our limits, and allows us to acknowledge that and potential try to push ourselves further the next time. Where as the latter makes us feel cheated from an otherwise good game.
That's a very interesting and nuanced point.

In the cases of Space Invaders and Tetris, since speed increases continuously the player is ultimately pushed to physical and/or cognitive limits. One could simply say that the mechanics decided they would lose, and I think that's true, but nonetheless that's not how the player thinks about it. They are too immersed in frenetic end-of-game activity and have no time to sit back and watch the game fall apart in front of them without being able to do anything about it.

Conversely, nearly all tower defence-style games are hands-off at the end, and players do watch the closing stages helplessly.

At the end of the day, your own words explain your root grievance clearly enough. From above:
Kingdom was not advertised as a tower defense game, and I did not intend to buy a tower defense game
...and from your review (which I only just became aware of):
your not exactly running a kingdom your playing a very simple tower defense
A simple case, it seems, of reality not meeting expectations.

My current understanding is that the developers see the short game as the future of Kingdom. Future updates are thus likely to de-emphasise the long game. How that works out in practise is anybody's guess, but since tower defence is the long game, that facet of the game is likely to be subdued, downplayed, or even eliminated. Maybe, when that happens, it will line up with your original expectations better and you'll enjoy the game more?
Last edited by Penfold; Feb 11, 2016 @ 10:24pm
[☆] Zackreaver Feb 12, 2016 @ 1:19am 
Perhaps it might, I don't necessarily hate the game, nor did I hate discovering it was a tower defense. It's just that I only ever watched a short few portions of a single video before deciding I wanted to experience what the game had to offer myself, saving future expectations as a surprise.

Though I was expecting alot more content than what I ended up getting, and overall a slightly different game. I was expecting this to be a game I would go back to occassionally to just mess around and try different things, but my efforts of doing that now just leave me frustrated as everytime I start up a game I end up doing practically the same thing with minor variations.

In other words, I was expecting a long term game, as opposed to a short term game.

But I'm not against the short game existing, as that favors to the actively alert players who can perform the necessary tasks in an efficient and well planned out manner. But that wasn't exactly the game I was looking for at the time, since I figured kingdom was more catered to the long term build up of a kingdom. Alot of what the game portrays is very misleading.

I mostly look to reviews to see if the game is a quality product, and I only ever watch videos of the game to get a grasp of how the game is played but not too much as to spoil the potential surprises the game has in store.

But personal gripes aside, I still feel like the game has some flaws in it's design. Your playing as a king/queen yet all you ever do is throw coins around, while this wouldn't seem so awkward as it could simply be a metaphor for royalty managing their wealth properly, it feels like your more playing an army general managing the income provided by royalty rather than the royalty itself. And I'm not saying the game needs to be more than just throwing coins around, the simplistic concept of managing your kingdom is a plus, but the options for those coins runs out very quickly

I had originally thought that both sides of the map would go on forever, with the closest portal being the spawn points for enemies. And that my game would be going far into the long-term, building up an ever growing empire and defending against an ever growing opposition, after all I was able to build farms, recruit farmers, upgrade farms, upgrade buildings. First time I came across the stone upgrade structure I thought that it represented ages and it would let me upgrade it again later advancing to a new age, unlocking new structures and upgrade tiers for my defenses and structures.

A name like kingdom made me feel the game would be built for the long term, especially considering you have so many options for building on the outer layers. Otherwise I feel like the descriptions and title should have better reflected the intended premise of the game. Kingdom is a nice name, but "Protect the crown" although not sounding as good as kingdom would have described exactly what your doing in the game much more accurately. and instead of titling it as a "Strategy/Resource Management Hybrid" I would have simply replaced strategy with tower defense, as Tower defense is already considered a strategy game, though this game intentionally limits your actual control over what you have.

However the game still feels broken. Mostly in the fact that farms feel time wasting, outer towers and walls just make you weaker, and you have no available answer(s) to flyers in the late game. Even though the intended design was to make you fall apart if you took too long, I don't feel like this helps the game the game, at least not in the way it's happening right now. I feel punishing the player for upgrading or expanding at the wrong time or in the wrong way would be better than punishing them for expanding period.

Though I guess at this point it can just be considered opinion, as I possibly ended up buying a game that follows a philosophy that caters to a crowd that I'm not a part of. I'm not going to deny that alot of people like this game as it is, though I'm mostly trying to convince that they might like it more if it offered another way to play. And it might even attract a crowd that would have otherwise been turned off by what this game was initially.

However I do feel like this game has great potential, and I would gladly purchase a DLC that turned this game into a more long term version that I was looking for. I more view this game as a canvas for future potential. Even though the core product left my experience feel lacking.
Last edited by [☆] Zackreaver; Feb 12, 2016 @ 1:21am
Penfold Feb 12, 2016 @ 2:19am 
Originally posted by Zackreaver:
I was expecting a long term game, as opposed to a short term game.
I was expecting a long term game, got a long term game, but now it looks like it might be turning into a short term game. :steamsad:

Alot of what the game portrays is very misleading. ... instead of titling it as a "Strategy/Resource Management Hybrid" I would have simply replaced strategy with tower defense, as Tower defense is already considered a strategy game
I've had to produce promo videos in the past, and cramming everything you want to say into 60s is really, really hard — so I don't consider them misleading. Recognising that no short promo can convey an accurate picture of what to expect is the reason why I watch 20+ minute gameplay videos. As you noted, it does spoil a bit of the surprise, but at least you get what you are expecting. I consider that an acceptable trade-off.

As for the descriptor, I would agree. As it currently stands, "tower defence" should be more prominent. That said, if the ultimate future of Kingdom is the short game, then the game will move closer to the descriptor anyway — so the gap between the two will narrow over time.

I do feel like this game has great potential, and I would gladly purchase a DLC that turned this game into a more long term version that I was looking for. I more view this game as a canvas for future potential.
The publisher has already declared that future content will be free to existing owners of the game and there will never be paid DLC — :steamhappy: — so it won't cost you a cent to find out.

One thing they could do to Kingdom is split the game into two separate games. Make a short game that focuses on offence and conquest, and make a long game that does defence and expansion well. Share assets between the two and it shouldn't be too onerous to develop — most of the hard work has already been done. Bonus points if someone can work out an elegant way for the two to interact with each other.
Last edited by Penfold; Feb 12, 2016 @ 2:22am
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Date Posted: Feb 10, 2016 @ 4:08pm
Posts: 19