So. I guide the boat into the harbor. Then it wrecks on the harbor.
Interesting concept but it feels like part of a game rather than a whole thing, and needs a better interface. Maybe numbers on each boat, and hit the number to select that boat?
In my opinion, rewarding speed is better than punishing when the player gets slowed down. I already want to go fast. In other words, a hostile yeti doesn't sound like a great idea, but I'll wait for implementation to decide.
Think I've done as well as I can. 10,086 points, deity level, finished on turn 89. @NanakoM, it's a shout-out to the Civilization series, where the only thing you start out with is a palace. More than that, you can think of it as representative of success - your civ is dominating so much that you have the LUXURY of building a nice place for the leader.
Yes, it's beatable on deity. Not even that hard, just have to get a little lucky. If your first two random events (turn 6 and 13 or so) are bad, you're going to have a lot of trouble winning.
Best I got was Deity, Turn 90, score of 9557. Got lucky with random events, skipped fishing and went for hunting + agriculture. If you research both types of agriculture, they stack - giving you one of the best food yields and the inarguably best volume.
So, two times out of three, they disable my cannon entirely, costing me a turn. Great. Mmmyup.
There's potential for a great game here, but I think it needs more tuning and balance, and especially a way to fast forward. Also, the pirates themselves appear to be made of concrete, shrugging off hits that would sink the boats they're standing on. Headshots. They don't even get stunned.
I know you want money, but there's such a thing as too much. I bought things from the latest Bloons TD, but this game feels like it's made to make me frustrated in the hopes of getting me to buy victory.
In the previous game, I considered crypts to be the best. In this version, their glitches cause them to take severe hits to their power; I'm actually much more fond of the temples. Crypts are still good at intercepting things early, but the swirlyshot glitch causes them to be very bad at stopping things when they're placed right by the gems - this really hurts the skill that makes the cave fire like a crypt, too.
This is quick-time event: the game. If that's what you like, you'll love it. If not, you'll hate it. Personal dislike is for the fact that there's no rhyme or reason to where the signals appear - sometimes on your character, sometimes on your enemy, sometimes just nearby. On top of that, the fact that I have to be hyper-alert for the QTE means I don't actually get to see the over-the-top animated battle unless I want to lose.
So. Nice idea, but I'm afraid it's not for me.
Game's good but needs balancing. Lose a fight, lose 50% of your land in area X. No means of recovering that land, ever. If you lose the mountains, you've lost the game for certain.
I'm a pizza guy IRL. I've seen people who drive like the inhabitants of Crash Town. It's a little hard to deliberately save those inattentive swerving mobile hazards.
Did it occur to anyone else that the (technically second-to-last, considering that he's already named his son) Viktor has to go back over the mountain to get his kid (and presumably the rest of his family) or they'll just assume he died like all of his ancestors? Then a third time to get back to the warmer lands. Poor Viktor.
Also, my second playthrough, I got through with only two years left on Viktor the 9th.
Lol it is true. But maybe every Viktor carries a flare gun on himself to signal to the others that he found the promised land xD