[Feedback] Waiting game
Several points here.
#1: The tutorial does not teach building a dam, which means the initial village is likely to perish during the first drought. You need to include building a dam and prevent the first drought from happening until it's done, because that's kind of the point of the game.
#2: Once you do have a (reasonably placed) dam, you have negated the only thing that opposes the player. You literally can't lose from that point on, unless you mess up really badly, and if there's no way to lose, then there's no way to win either.
#3: I understand that many people enjoy simply putting bricks on top of each other, which wouldn't require any other winning or losing conditions per se. Personally though, I enjoy having some incentive. If my old dam is in perfect condition, functionally sufficient and building a bigger one isn't so difficult that it's an achievement in itself, then why would I do it?
Comments: 2
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15 Oct, '21
Gin Fuyou AdminThanks for feedback!
#1 - i'm not really sure what is unclear in building a dam? It was pretty intuitive to me and details were more fun to discover myself? As you said game doesn't provide much more than countering drought by dams, in my opinion tutorial for that only takes from it.
#2 - you could try hard \ custom settings. Basically it only requires to build more dams, but it does give some more challenge depending on the map.
#3 Yeah, I hope there will be more for endgame, there suggestions about it on this site, feel free to vote up and comment them. -
15 Oct, '21
ventrueYay, actual replies :-)
#1: The problem is not that it's difficult (on the contrary!). The problem is merely that it's not included in the tutorial. At the very least, you should provide "now you need a dam" as a suggestion for right after the tutorial. I think if you do a tutorial as an overlay in a "real" game, rather than as a separate session, then you absolutely must provide instructions (or add scripts) that leave the player in a position from where he can go on.
Also, #1a: Discovering the way things work should not be the point of a building game. The mechanics should be easy to understand (which they are, you just omit explaining them), but provide infinite ways to use and combine them. You have some interesting concepts for this, like the dams or the vertical building, but it doesn't feel deep enough yet.
#2: I have tried hard and found it to be just a bigger rush.