This game is a real gem. Interesting blend of mechanics you might recognize from Settlers of Catan and Battle for Wesnoth, the art style perfectly suits a casual strategy game, there's always just enough pressure to keep the player from getting comfortable, and there are exactly enough scenarios to show off all the game's mechanics without overstaying. It's everything you could ask for out of a little indie game.
Not being able to build your army in any level made this game boring even though I know perfectly well how to maneuver formations in medieval battle... there was no challenge except by scared of losing hours of work to a glitch... should that happen I'd never finish a game that the tutorial and description of which I really adore and have found few like it anywhere with this much polish.
Please save more often and own up to the fact that the level might take twice or three times longer than suggested by previous levels and the tutorial and the decriptions.
Thank you for your time in reading these screeds of text and I wish you all the best in the dev work; you clearly have a good grasp of the basics and many of the advanced techniques but you might benefit from watching Extra Credits' Youtube videos about game dev if you haven't already learned from them.
Nice idea though doing this is likely to stop game dev since the players can take over and the dev has no incentive to continue even though some things will be beyond the player's ability to mod. Has happened before both successfiully and not, but it takes years before a game has enough momentum with modders to be maintained by them and if they don't it's "bye bye"... just look at the fall off of Minecraft and Starcraft (and the "devs" didn't even abandon the moddable version of Minecraft, "allegedly").
That you are suddenly thrown into a non Settlers type game is jarring to say the least, this happened with one of the early levels of "Battle For Wesnoth" decades ago and it decimated the playerbase at a very early stage - nearly died and it took more than a decade to recover - don't ask me how they did it because that experience soured me to any games those or related devs made and I've never been back to it or any fork of it... a pity since this is the genre I like by far the best - I still have a working copy of the original Blue Byte "Settlers". I do know that the dev and playerbase had a high turnover until they managed to recognise and deal with the problem. Being one of the first successful Open Source games and then only reappearing in the last few years should show you how close it was (probably a resurrection by new dev teams, one of whom was successful to be honest).
TLDR; Don't claim the game is one thing and then play bait and switch unless you are a scheming money grabber with a very addictive game that pays you so the players can win.
That this happens again on level 7? (I don't know because there was no notice that it was a new level after the army arrived and I had to keep going (after hours and hours of trying to finish the level so it would save). Some of us DON'T have the time to spend an entire day on a game to get between save points. (I guess I could just try that the Backend, Itch, Windows and the power grid do not fail until morning when I might have time to finish it... during a typhoon when the neighbourhood's power has already gone out...
TLDR; It'd be easier on my heart to abandon this game forever than not sleep even though I have to for the sake of many others. (Gotta note that this game has longer between save points than any game I have ever played - there's a reason almost all games like this save between turns... even Settlers did (even if the turn based nature of the game was not apparent to the player).
this has gotta be the most perfect civilisation/panzergeneral style game i have ever played. the graphics are amazing, the mechanics are amazing, the art is amazing (so cute!), the difficulty is just perfect, i wasted so many hours on this and loved wasting so many hours on this.
ABSOLUTE BLAST you should apply to join Firaxis or something, they're probably hiring
1. good to have more levels, more maps! the campaign style was incredible, with well tailored situations and new arrangements that never repeated a previous level, but 7 levels is TOO LITTLE it's like buying some $50 pasta and eating it, tastes like heaven but the portion is TOO DAMN LITTLE (ok not demanding from you just wanna express how much i love this that it's a tragedy there isn't more!! will look at supporting you!)
2. adding some water elements would be cool! maybe bridge building units, or upgrades that can let a unit wade through a bit of shallow water...
I'm generally trying to think of how to improve the replay value so that it's fun to do a level multiple times, especially in letting people use multiple strategies (i usually go for a archer/pikeman/horse army, because the footman has no range and knights are really expensive to get)...
3. maybe add more terrain and enemy types? or game mechanics? would be cool to have a fog of war and a scout unit that's weak but fast! or maybe needing to keep some defences supplied with a bunch of towns far in the rear, have a heavy cannon unit that hits hard but takes 2 turns to load. or a symmetrical map that's a race to the middle to capture some key objective, or launching a surprise attack to destroy enemy spawn camps...
really good fun overall, thanks for making this :)
Hey, thanks for your kind compliments and I'm glad you enjoyed playing my game!
Atm I'm not working on this project but I plan to make another Settlers of Albion game in the future, and I'm gathering all the feedback from my players. Thank you for your constructive feedback!
I haven't finished it yet, but I can give you some suggestions.
1) Mouse drag "pan move" would be very helpful
2) Zoom in and out with mousescroll too.
3) Some way of swapping two units would make units positioning easier
4) There is no way to send some unit to a place, that it can't reach in one turn. It would be nice to have this feature.
Despite that, I think this game is already fun to play. It has nice graphics, pretty clear interface, short but good tutorial, and it's not too easy.
You may consider adding some sort of animations to moving units (at least some shaking or whatever) or/and some particles. Maybe some tweening to UI would be nice too. It's just my personal fist impression, that game lacks this final touch.
Hey dude, I just supported you because I love this game. It is amazing for being a free game.
Some suggestions:
1) Button to skip all units to end turn. I have to routinely press 'N' 20-30 times at the end of every turn because my units aren't moving between waves. I played the game on armorgames and didn't see that you have a keyboard shortcut to end turn. 2) A unit's range should be viewable. 3) I should be able to click enemy units to see their stats? I have no idea which units are ranged and realize it a little too late sometimes. 4) Maybe have a drag and move feature. 5) Zooming in and out of the map would be helpful. 6) Full Screen option.
Thank you a lot for your support, it means a lot!!
Really like your suggestions, at the moment I've put the game on hold, but I will continue working on it when the time is right for me. I appreciate your constructive feedback, and I agree with all your points. I've put these all on my to-do list.
Really cool! First off the world looks fantastic and the UI is really easy to understand and use. I love the idea of building cites and exploring as waves of enemies attack! I have a couple of thoughts though. Some of the balancing and cost of the buildings and units seems off. It felt way to slow at the beginning as it took a while for me to be able to afford my first settler; maybe having settlers start cheaper and get more expensive each time you buy won would be good? Also why does the lumber camp cost wood, might work better if it cost a different resource than the one it gives. It's kinda a 'I need wood to get a lumber camp but I need a lumber camp to get wood' situation. One last thought; have you considered adding fog over unexplored tiles? It might add to the exploration aspect of the game and add a bit of interested and mystery. Anyway I can't wait the see where this game goes, looking forward to the next update
Hey thanks for the feedback, hope the game wasn't too overwhelming without the tutorial. I agree about the balancing aspects and I'm constantly working on it. I like your ideas about the settlers starting cheaper and you are right about the lumber camp, it shouldn't cost wood. As for the fow I will think on it, since I plan on releasing this game before the second week of August and there are more important mechanics that need work atm.
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This game is a real gem. Interesting blend of mechanics you might recognize from Settlers of Catan and Battle for Wesnoth, the art style perfectly suits a casual strategy game, there's always just enough pressure to keep the player from getting comfortable, and there are exactly enough scenarios to show off all the game's mechanics without overstaying. It's everything you could ask for out of a little indie game.
Thank you, glad you enjoyed the game. If you liked my game, check out this game that my friend released yesterday
https://donisa.itch.io/the-realms-of-terranor
Not being able to build your army in any level made this game boring even though I know perfectly well how to maneuver formations in medieval battle... there was no challenge except by scared of losing hours of work to a glitch... should that happen I'd never finish a game that the tutorial and description of which I really adore and have found few like it anywhere with this much polish.
Please save more often and own up to the fact that the level might take twice or three times longer than suggested by previous levels and the tutorial and the decriptions.
Thank you for your time in reading these screeds of text and I wish you all the best in the dev work; you clearly have a good grasp of the basics and many of the advanced techniques but you might benefit from watching Extra Credits' Youtube videos about game dev if you haven't already learned from them.
A sandbox mode would be really nice just a mode were can make your own levels with rules
Nice idea though doing this is likely to stop game dev since the players can take over and the dev has no incentive to continue even though some things will be beyond the player's ability to mod. Has happened before both successfiully and not, but it takes years before a game has enough momentum with modders to be maintained by them and if they don't it's "bye bye"... just look at the fall off of Minecraft and Starcraft (and the "devs" didn't even abandon the moddable version of Minecraft, "allegedly").
;-; im stuck on the 3rd level
There is a walkthrough you can watch.
gonna literally follow this step by step now ;-; just wanna get to the other lvls.
That you are suddenly thrown into a non Settlers type game is jarring to say the least, this happened with one of the early levels of "Battle For Wesnoth" decades ago and it decimated the playerbase at a very early stage - nearly died and it took more than a decade to recover - don't ask me how they did it because that experience soured me to any games those or related devs made and I've never been back to it or any fork of it... a pity since this is the genre I like by far the best - I still have a working copy of the original Blue Byte "Settlers". I do know that the dev and playerbase had a high turnover until they managed to recognise and deal with the problem. Being one of the first successful Open Source games and then only reappearing in the last few years should show you how close it was (probably a resurrection by new dev teams, one of whom was successful to be honest).
TLDR; Don't claim the game is one thing and then play bait and switch unless you are a scheming money grabber with a very addictive game that pays you so the players can win.
That this happens again on level 7? (I don't know because there was no notice that it was a new level after the army arrived and I had to keep going (after hours and hours of trying to finish the level so it would save). Some of us DON'T have the time to spend an entire day on a game to get between save points. (I guess I could just try that the Backend, Itch, Windows and the power grid do not fail until morning when I might have time to finish it... during a typhoon when the neighbourhood's power has already gone out...
TLDR; It'd be easier on my heart to abandon this game forever than not sleep even though I have to for the sake of many others. (Gotta note that this game has longer between save points than any game I have ever played - there's a reason almost all games like this save between turns... even Settlers did (even if the turn based nature of the game was not apparent to the player).
Yo this is really cool! Could you give me a link to the discord? I'd love to join it, but the link you give doesn't work :(
Glad you enjoyed the game. Thanks for telling me about the broken link
Here is the new link: https://discord.gg/xw2Ndb2sCc
this has gotta be the most perfect civilisation/panzergeneral style game i have ever played. the graphics are amazing, the mechanics are amazing, the art is amazing (so cute!), the difficulty is just perfect, i wasted so many hours on this and loved wasting so many hours on this.
ABSOLUTE BLAST you should apply to join Firaxis or something, they're probably hiring
1. good to have more levels, more maps! the campaign style was incredible, with well tailored situations and new arrangements that never repeated a previous level, but 7 levels is TOO LITTLE it's like buying some $50 pasta and eating it, tastes like heaven but the portion is TOO DAMN LITTLE (ok not demanding from you just wanna express how much i love this that it's a tragedy there isn't more!! will look at supporting you!)
2. adding some water elements would be cool! maybe bridge building units, or upgrades that can let a unit wade through a bit of shallow water...
I'm generally trying to think of how to improve the replay value so that it's fun to do a level multiple times, especially in letting people use multiple strategies (i usually go for a archer/pikeman/horse army, because the footman has no range and knights are really expensive to get)...
3. maybe add more terrain and enemy types? or game mechanics? would be cool to have a fog of war and a scout unit that's weak but fast! or maybe needing to keep some defences supplied with a bunch of towns far in the rear, have a heavy cannon unit that hits hard but takes 2 turns to load. or a symmetrical map that's a race to the middle to capture some key objective, or launching a surprise attack to destroy enemy spawn camps...
really good fun overall, thanks for making this :)
Hey, thanks for your kind compliments and I'm glad you enjoyed playing my game!
Atm I'm not working on this project but I plan to make another Settlers of Albion game in the future, and I'm gathering all the feedback from my players. Thank you for your constructive feedback!
Very fun game!
I haven't finished it yet, but I can give you some suggestions.
1) Mouse drag "pan move" would be very helpful
2) Zoom in and out with mousescroll too.
3) Some way of swapping two units would make units positioning easier
4) There is no way to send some unit to a place, that it can't reach in one turn. It would be nice to have this feature.
Despite that, I think this game is already fun to play. It has nice graphics, pretty clear interface, short but good tutorial, and it's not too easy.
You may consider adding some sort of animations to moving units (at least some shaking or whatever) or/and some particles. Maybe some tweening to UI would be nice too. It's just my personal fist impression, that game lacks this final touch.
Good job anyways.
Hey, thanks for your suggestions. I think they're on point. I will add all these to my to-do list.
Hey dude, I just supported you because I love this game. It is amazing for being a free game.
Some suggestions:
1) Button to skip all units to end turn. I have to routinely press 'N' 20-30 times at the end of every turn because my units aren't moving between waves. I played the game on armorgames and didn't see that you have a keyboard shortcut to end turn.
2) A unit's range should be viewable.
3) I should be able to click enemy units to see their stats? I have no idea which units are ranged and realize it a little too late sometimes.
4) Maybe have a drag and move feature.
5) Zooming in and out of the map would be helpful.
6) Full Screen option.
Thank you a lot for your support, it means a lot!!
Really like your suggestions, at the moment I've put the game on hold, but I will continue working on it when the time is right for me.
I appreciate your constructive feedback, and I agree with all your points. I've put these all on my to-do list.
Really cool! First off the world looks fantastic and the UI is really easy to understand and use. I love the idea of building cites and exploring as waves of enemies attack! I have a couple of thoughts though. Some of the balancing and cost of the buildings and units seems off. It felt way to slow at the beginning as it took a while for me to be able to afford my first settler; maybe having settlers start cheaper and get more expensive each time you buy won would be good? Also why does the lumber camp cost wood, might work better if it cost a different resource than the one it gives. It's kinda a 'I need wood to get a lumber camp but I need a lumber camp to get wood' situation. One last thought; have you considered adding fog over unexplored tiles? It might add to the exploration aspect of the game and add a bit of interested and mystery. Anyway I can't wait the see where this game goes, looking forward to the next update
Hey thanks for the feedback, hope the game wasn't too overwhelming without the tutorial. I agree about the balancing aspects and I'm constantly working on it. I like your ideas about the settlers starting cheaper and you are right about the lumber camp, it shouldn't cost wood. As for the fow I will think on it, since I plan on releasing this game before the second week of August and there are more important mechanics that need work atm.