The opposing tribes are a little bit too belligerent... I didn't use any automated 'Rules' mechanisms as I wasn't entirely sure what those means.
In terms of accessibility, it would be nicer if the font size could be increased in Settings.
I'm not aware of any milestone goals in the game. Feels like playing on and on without an end.
Further into the game, I realised 'Population will not grow here' on all islands except the starting island... Why aren't islanders allowed to reproduce on all islands except one? There's no use building boarding houses (capacity: 100 persons) if the islanders don't reproduce! It seems like they are monks building monasteries!
The clan AI system definitely needs some tuning. The idea with the automated rules were to allow setting up trade routes. I have to make them clearer and more intuitive if I keep them.
My goal for the project was to see where the simple game mechanics "go" when put together, so I haven't yet figured out what could be good milestones. The one type of "milestone" I was experimenting with was to limit the exponential population growth with non-growing islands, but I can see how it doesn't really have a good explanation.
These are definitely things I'll address if I get back to this game.
No problem, I understand there is a lot of work behind this minimal game concept. By milestones, I meant something to give the players a sense of achievement/goal, like the 'cultural buildings' the other commenter mentioned.
Intuitive mechanics and explaining things to the player were definitely big problems with this game. If I continue this project I'll focus on those more.
← Return to game
Comments
Log in with itch.io to leave a comment.
The opposing tribes are a little bit too belligerent... I didn't use any automated 'Rules' mechanisms as I wasn't entirely sure what those means.
In terms of accessibility, it would be nicer if the font size could be increased in Settings.
I'm not aware of any milestone goals in the game. Feels like playing on and on without an end.
Further into the game, I realised 'Population will not grow here' on all islands except the starting island... Why aren't islanders allowed to reproduce on all islands except one? There's no use building boarding houses (capacity: 100 persons) if the islanders don't reproduce! It seems like they are monks building monasteries!
The clan AI system definitely needs some tuning. The idea with the automated rules were to allow setting up trade routes. I have to make them clearer and more intuitive if I keep them.
My goal for the project was to see where the simple game mechanics "go" when put together, so I haven't yet figured out what could be good milestones. The one type of "milestone" I was experimenting with was to limit the exponential population growth with non-growing islands, but I can see how it doesn't really have a good explanation.
These are definitely things I'll address if I get back to this game.
No problem, I understand there is a lot of work behind this minimal game concept. By milestones, I meant something to give the players a sense of achievement/goal, like the 'cultural buildings' the other commenter mentioned.
The way population increase is not clear
The way the happiness could be increase is not clear
Maybe some cultural building for the happiness could be interesting
Intuitive mechanics and explaining things to the player were definitely big problems with this game. If I continue this project I'll focus on those more.
I think the easier way is just explicit explanation in a tutorial