[maybe some light spoilers ahead]
Your game looks gorgeous and playing it is funny and fun too. And yay, it probably will come to mobile too, no?
I think it is slightly racist though, we keep looting those poor natives and give them some cheap glass marbles for their gold. Maybe some humorist comment about grave robbers and (at best) exploitative white explores would do good. edit: in part you do have these
but playing fair is not very rewarding
, maybe you could praise the foreign gods instead of looting? and increase standing when you trade in more than the villagers ask for.
Hey cougarten,
sorry for the late late reply! Its kinda embarassing. We've been so busy with the game and our own forum (*advertisement*) that we didn't check our tigsource thread for some time. Won't happen again.
We plan to bring the game to tablets at some point. Anything smaller than that is unlikely as the game appears too complex for that. About exploiting the natives: that's absolutely true and one of the points of the game pretty much. We'll keep working on hitting the right tone hopefully.
you seem to appreciate feedback, so here I go:
- crew selection should show as many "you want" slots as open positions are there
True, the crew selection was a bit clunky. We've completely replaced it by adding ports to the game and wrapping the recruitment better into the fiction/narrative.
- option for faster text (or something to keep from clicking not yet visible buttons when skipping via click on the text). I also want to quickly reveal the expedition fame rating at the end of each mission.
You can click on the diary to reveal the text immediately.
- game crashed once, i lost my save state completely :/ (no nothing to resume)
Sorry, about that. If you have any more info abou the crash please send an email to
[email protected]. Its highly appreciated.
- blowing the horn once showed a text with placeholder (something like "something responded to the calls (enter area wildlife)")
That's been fixed by now
- I find the days as negative reputation a little harsh. Also it's sad to end early if you have just 5 expeditions per game. I guess keep the player from boring grind for the last undiscovered tiles? maybe a bonus was enough (would be much balancing work though i guess :/ )
- i'd love a bit more tactic, maybe some combat related (terrain advantages e.g.)
We're currently working on the combat and also the specific terrain might become more important in the future (indepenent of our work on the combat/challenge system).
- A journal history was nice, I sometimes click away text I think i know already but didn't
You mean like being able to go back to check old entries?
- expedition #5 had cool content, but maybe it was even more rewarding if content got gradually more mystic/obscure through all 5 expeditions.
Yes, that's definetely the plan.
- I like saving... lost some good men hehe.
Sorry, we're going full roguelike here. If you lose somebody, you have to deal with it.
- some things stay unclear to me (some few become clear through the tutorial, but it's nice how it's playable without doing the tutorial):
-- fame and money/trade-value is equivalent, this is a bit unintuitive.
-- how to gain standing (I just found a single opportunity to do some good once)
Currently there is only one way to gain standing. We might add more in the future, but in general the idea is that you are intruding into another world and will most be unwelcome at some point sooner or later.
-- why the base cost for moving? (i think people don't even realize there is one) long moves make appearing wildlife a little unpredictable.
This is to prevent making boring one-by-one turns the optimal strategy. So far we haven't found a better mechanism for this.
-- how long is a day? what costs me days?
In general 1 turn = 1 day. Doing actions at a location (e.g. resting or digging for treasures) will cost you at least one day. We'll work on a mechanic that allows you to specify beforehand how many days you actually want to spend on certain locations.
-- what exactly does all the science equipment?
Its an additional mechanic for advanced players, but we currently have disabled it. For now you gain science simply by discovering locations. Once you've filled your science bar you can a region point, which you can use to level up your characters.
-- does it help to have several "buff-items" of one kind? (e.g. climbing gear, drums)
It depends. They have different stack rates. We should expose this somewhere.
-- what is region score? why is it a fraction?
Region score and science score are the same. It represents the percentage of discovery special locations in the region.
-- what is the golden loading bar, is it exp? does it's location on the screen/map matter?
It used to represent the science score, but we've reworked the UI in Alpha 3.
-- watching the compass, even with low accuracy negatively reveals where the pyramid will not be. after a few turns it sometimes is easy to guess where it might be. I however like this mechanic, but it gives those who figured it out a huge advantage.
True, we don't mind advanced players figuring out tricks to figure out the destination quicker. If the mechanic should prove to be too shallow, we'll rework it though.
-- do fighters in my team help in fights? my men keep getting injured in most of the fights.
Yes, this used to be a bug, which has been fixed in Alpha 3.
-- what do special places without actions do? (e.g. huge tree) and at which places can I sleep (I figured out over time, but it's not intuitive. also the cooks description should mention the needed campfire maybe)?
True on the cooking special action. We should improve that. The huge tree does nothing in the current version. Its purely decorational. In older version it used to give additional science points, but we've disabled this for the for the sake of clarity.
thanks again for the game, cheers!
Thanks for the questions! I hope I cleared some things up. I hope you'll check out Alpha 3!