Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
My experience with the board game is beginner level. I played it ca. 7-8 times. 3x with friends and the rest as solo variant. One time i managed to finish it in time according to the solo rules.
The following things/bugs have i found playing the beta tutorial 2 times:
The AI is cheating. If it gets and plays the City Noctis card, it places the city everywhere it wants, not on the Noctis field.
The cards, where you use an action per generation to put a ressource on the card and exchange 2 ressources to 1% oxygen or 2°C temperature, it can use once per generation to advance oxygen and the temperature. In the board game you would need 3 generations and not just one. (2 gens for gaining the needed ressources and 1 for exchanging them.) In the second tutorial playthrough both oxygen and temperature were maxed out in generation 10 and the ai had about terraforming level 50+.
In the tutorial you are skipping most stuff til gen 10 and when your M€ counter reaches 99 or 100 it gets reset to 0, or 1.
In the first playthrough i could not sell any cards. The calculated value for selling them was to high and after clicking on okay, the action was accepted, but the cards were not sold and i haven´t got any money. The action counter however went 1 down. I tried it several times. In the second paythrough however, it worked.
Hud/GUI:
One thing is really annoying. The card windows .. both for playing out cards, or the one for cards you played, need an X for closing it. Clicking next to it to close it, isn´t always working.
Thats all for now.
I would like to help you more, but skipping the tutorial generations to finally be able to play freely, is really annoying. :(
Perhaps .. eventually tomorrow i am willing to try it again.
Sweet mercy you guys knocked it out of the park with the Ocean graphics. Congratulations this is done masterfully, perhaps something similar, albeit keeping colors or borders perhaps, with greeneries and cities?
Final scoring, the slides as a final race are done really well. Perhaps try it with an announcer? I know that would mean extra work but perhaps that would open the way for announcers?
Things to improve in my opinion
Please add hotkeys, even at this stage. The tutorials could teach you to skip turn and then say "Hotkey (k)". Only clicking will make the game sloppier.
Please add animations to the card actions. I know this would mean more work but it would greatly enhance the visuals of the game. Just a tiny tardigrade popping up and then vanishing as four to become a VP.
Same with cards that increase the parameters. I played Comet for example and was expecting something big to happen, instead only two clicks happened. I even had to check the game log to see if I played it.
Add something more to differentiate players. The line is good but perhaps you could add something more, perhaps another line or some background light color.
Just to be clear, I love the current visuals and approve the lack of visual and noise pollution, but on the other hand you have to make sure your future clients know what's happening on the map. I have played Catan, Twilight Struggle, Scythe and Talisman on Steam. Out of those four, only Scythe made me feel clueless about what's happening.
Ideas
Let me start by acknowledging that all of this will be more work, but please ponder if it will improve and make the game better.
Add animations to the whole map. Imagine if the card Birds and then you see tiny birds roaming the map as a random event from time to time. It doesn't have to be huge or be in your face, but just tiny details like that would greatly improve the game like the water imo.
Try bigger zoom when a card is played and perhaps some tiny animations (or deluxe edition?) I believe both Twilight Struggle and Talisman deal with this alright.
Bigger announcements on phases. A voiced announcer might be too much but a clearer announcer of End of Generation and Collecting Phase needs to be added.
Things to fix
I'm Peruvian so my game booted up in Spanish. The translation needs to be reviewed, if you guys provide a thread I would gladly post all the translation issues there.
That's all for my first game. I'll play more later and see what more I can find. Many thanks for this game!
A few notes:
Graphics - The overall aesthetic jives well with the board game. The parallax effect is subtle and works well for me (although I can see how this might produce motion sickness in some people). I wish the GUI was more dynamic (e.g. movable and minimized windows), as there can be a lot of data to process and areas to review at the same time; I didn't find the current system very intuitive.
Gameplay - Fundamentally the same as the board game, although the tutorial does make some questionable strategic choices in an effort to teach the game; it might be difficult to do this, but teaching the game while providing a solid base for a beginner would be important in making the new player feel confident about the game and more willing to play it. I think a tutorial could be developed that produced a good synergized opening tableau with a more clear strategy for future turns.
When building projects during the tutorial (pre-control handover), steel and titanium resources can be spent in conjunction with MC, but this is not explained yet in the tutorial. Might be confusing for a new player if they were clicking around.
Verbiage when NOT buying project cards should be changed (paraphrasing: "Are you sure you don't want to purchase project cards?" vs "Are you sure you want to spend 0 credits?")
Reminder to utilize cards with available actions before passing; the card action section is buried in the GUI and I forgot my own blue cards although I am very familiar with their importance.
Misc - Some calculation bugs here and there (e.g. 7 biomass/plant resources spent instead of 8 when building greenery).
My observations aside, I am very excited for a digital version of TM, as it is one of my favorite games of all time! Good luck with the digitizing process!
thanks to a friend with which I play weeky board games (one of them is terraforming mars) I found your beta digital board game.
I play the german localisation.
So I am very familiar with terraforming mars.
The first impression is nice, the graphic details are a little bit to low and too less detailed for my taste (Anti Aliasing?). I like the sound effects, they feel modern and futureistic.
The Tutorial was too long for how I like my tutorials. What I did not like was that I hadn't a chance to choose the cards myself. The chooses the tutorial makes are bad in my point of view, and ressources aren't deployed optimal, to a point where it gets a little bit frustrating - and thats why the tutorial isn't beatable (or only very hard beatable) - since the enemy plays nearly optimal (or lets say better than the player does), we can't (even with the handycap of the KI). If there is a possibility to choose from a set of 3 cards for tutorial proposal it would be a little bit better to have a feel of infuence. Actualy it is pretty staright forward.
Sometimes I lost the overview, because things were happening very fast in another players turns. A funtion, where to look up every action done (and cards played) would be nice. If there is already a function I couldn't find it.
It took me some time to leave the ingame menues where I can cee my cards in detail, due I was searching for a "back"-Button :).
So much for my look and feel now for small bugs I discovered:
When you are about to choose no card at the Beginning of your generation, the game asks "if you realy want to buy this cards", even if you did not choose any.
I don't know if small milestones has been implemented - for example with reaching 0° normaly the player reaching this gets a free piece of water - I never did get one of this small milestones.
Last seen Bug was with the KI - even after the temperature has been raised to maximum - tries to raise the temperature even further.
I hope my Feedback will help you to improve the game :).
This isn´t the issue for only the cards but for every step the AI does. Sometimes it´s hard to comprehend what the AI did. The best would be to implement a button for an additional window that displays a short overview on what the opponent did, with links to the cards he played.
The first few steps/windows in the tutorial can be advanced by pressing Return but then suddenly this isn´t any longer possible.
You should try to display all card information directly on the cards. Having to click the information button to see what a card does is simply annoying and hindering the play flow. (Don´t know if you say this in english .. we germans call it Spielfluss ;-)) It´s even more annoying the bigger your monitor is. In the board game everything important can be seen directly on the card .. you don´t have to turn the card around .. metaphoric for clicking the i button.
The AI is still converting heat after the temperature is fully maximized.
And last but not least .. the tutorial .. as it is now .. could hinder new players to find their fun with the game. You have enogh money to buy cards or play out this or that card or standard project, but are not allowed to and the AI, if it gets good cards gets more and more terraforming points or pushes both temperature and oxygen level. (depends on the cards it gets - see the bugs in my first post) Perhaps remove the randomness of cards for the turtorial and give both players and AI a fixed set of cards. It should be manageable and not unfair for new players.
I am TM player with some experience (150 games). Joined in as fast as possible.
Art Style - I did enjoy very much the art style of the game even tho it's much different from the original and might take time to get used to. The overall effects are wonderful and the ocean placing animation is just gorgeous, altho as someone said earlier, they might get overwhelming after some time, due to sheer number of flashing elements etc. The cards are designed nicely and i love that the game indicates when you have enough plants/heat for greenery/heat level.
As of tutorial i have mixed feelings.
The rules were explained in simple and effective way, but due to the tutorial giving me no choice in what i am doing i felt really frustrated (even at the game's end when i still had loads of titanium). Please consider that even veterans might wanna play tutorial on PC version at first. Some of the rules weren't explained properly or at all.
Other issues;
- Game doesn't take discounts into account.
- The oxygen and heat levels are misleading (especially for bonuses)
- The AI kept spending 8 heat to convert even after it hit 8 degrees
- The AI played like an idiot (for me), but oh well maybe it should, but loosing to an idiot as veteran was frustrating
- If you have 2 production of heat/plants, and 8 (or more) of them available, the indicator that you can build forest/up temp might falsly suggest that you're able to buy 2 of them
- There should be indicator that you still have some actions to do/cards to buy, so you can recheck, since it's so freakin easy to forget about your cards.
- The shaky mars is nice at first, but after a while it gets distracting
- Tharsis Republic had misalligned graphics for starting ME.
The AI is super dumb. It's trivially easy to win, even after the AI gets a 10 round head start. But maybe that's the intended design for the tutorial.
One thing I kept messing up is where the temp and oxygen levels were, it looks like it's below the level it's currently at.
Otherwise, it's a very slick, well designed game.
The game makes some extremely questionable plays while trying to teach you the game. It would be more work, but if you could ask the player to choose an action, and then explain whether that is a good idea and why it would provide a much better base for new players.
I had Dust Seals in my available cards to buy, and then the AI played it a few generations later. Is the discard pile going to be constantly shuffled in to the draw pile? Becasue that will DRASTICALLY change the strategy of the game.
An indicator that you still have Actions Cards (Blue Cards) available to use would help a lot as they're pretty easily forgettable tucked away in the corner.
When I placed a Greenery tile next to 3 Ocean tiles, it correctly gave me 6 MC, HOWEVER, it popped up that it was giving me 6 MC 3 times, rather than giving me 6 MC once or 2 MC 3 times.
There should be an indication that an opponent has passed for the rest of the generation.
I increased the temperature to 0 degrees, but I didn't get to place an Ocean tile.
There should be a way to minimize the card buy screen so that you can veiw the board.
At the end of the game I had 15 plant resources but could not place a Greenery tile.
At the instruction "The top left corner shows the cost in ME, the circle indicates VP gained..." - the user action for "Use 30$" is only indicated by an arrow. Instructive text like "Click 'Use 30$ to continue" would be helpful here.
On the next instruction, "You can perform 2 actions per turn. If you can no longer perform an action, or do not wish to perform one, select this button" - would be clearer if it read "select the SKIP button", and should use the same visual indicator as the prior instructions. Also, it should require clicking SKIP instead of "Next"
The Pass instruction should include an example of how the visual changes from Skip to Pass, and require clicking the Pass button.
Turns should end automatically, without user input/action once 2 actions have been completed.
"You can place greeneries, even if the maximum Oxygen is reached" should include a clarifying statement along the lines of "but your Terraform Rating will not increase"
Production area should show the Terraform Rating as part of the ME production. Example: 20(TR icon) + 2
In the card selection phase, the text should not read "are you sure you want to buy the selected cards" when no cards are selected. It should say "are you sure you don't want to buy any cards?"
Oh look.... there's the clarification on Greenery production I was looking for earlier! It should probably say "Placing Greenery" instead of just talking about Plant Conversion though.
I wasn't sure the tutorial wanted me to place it wherever I wanted.
END OF INSTRUCTIONS!
Overall:
The flow of the instructions is good, even with the above feedback. It introduces the game concepts at a good pace without overwhelming players with information at once.
However, the gameplay is extremely slow. Graphics are slow and stutter, animation is a little much. Perhaps there should be an option to disable some of the board animations and heavy graphic elements to make the gameplay smoother?
All in all, VERY excited about this release. Can't wait to buy the full version and play with friends.
I played through the tutorial 3 times.