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Not sure if it's meant to be like this, but both lumbermill and stonemason don't actually have a cap. AI would need a bit of work too, as workers are pretty stupid. Maybe prioritizing nearest resources would work best. Otherwise not bad, reminds me of House of Wolves, castle woodwarf and farm of souls.
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15~30 min and you can clear. mine to stone farm to food and well to water., stock house to stock items if not they need to go to... you really need to build 5 over well to keep farm and be able to build berry bush to food... dunno what was better and no map to jump was a pain to drag and find water or new place to build(at start trees get in the way).
only the AI is a little bleh, you create a farm and a house behind, you make him hunter but if you change to hunter too fast or too slow other hunter will do the farm even if its really so far from the house because the new one was not idle...
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A very fun and well done game. 4/5 because it feels like it's missing something, but I'm not sure what. It doesn't have much replayability. Hotkeys for buildings and possibly a grid to snap buildings to could be a bonus.
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Fun game! My only complaint is that in the later game the miners have to go so far to find rocks that they often get hungry by the time they reach them and would return without actually mining anything. To fix this I was forced to make a farm by the edge of the forest nearest the mountain, which also took forever because of the same issue. It would be neat if the trolls could carry just one piece of food with them to allow for a bit of long distance travel, but still leave the need to eat as a consideration.
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Great game! Got my time slightly under 1 hr on my 2nd proper playthrough. Feedback: 1. In the current implementation, woodcutters find the tree nearest to them to cut next. This causes them to cut right across the map (often way too far for reasonable log collection) until they get hungry, while behind them some trees have already regrown, blocking construction. This results in a lot of unnecessary micromanagement, or else we need to get most of our wood by gathering sticks (which I do for convenience). Please add a toggle on the cutter to prioritize trees by the nearest stockpile instead, and maybe check it by default. 2. Multiple save files would be nice, so I don't need to wipe an advanced world to try a run for a better time. 3. Consider the option to assign some gatherers to use a specific stockhouse only (like the one I build in the rabbit-meat forest :P ). This would, for example, keep my meat collector from ever migrating to work the berry bushes and leaving meat uncollected.
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Enjoyed the game! It has clear end and in all it was a nice process of gathering all the resources for the next castle.\\\\\
Maybe for V2:
- add bigger houses (more workers in 1 house)
- add a 'human' enemy after the castle is build. With some fighting system
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That was fun! I'd love to see a sequel that fleshes it out into a fuller game where there's more lose conditions or urgency.
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7 farms, all with hunters and assistants, nothing else, can't keep up with the food demand. No other people alive, just the 14 working the farms, can't seem to produce any food, all go hungry.... thats a problem, isn't it, can`t progress.
Hmm... that should be working. Unless you don't have a water source, which is possible if the water springs are destroyed. It's also helpful to keep a hunter free. He'll get at least as much food as a farm.
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Wells produce far less water that a worker can collect, so assigning one to them is a pretty big waste. Trees and bushes require water, which workers do not gather unless to water farms or otherwise immediately spend, and so are almost impossible to build. Can't assign workers to gather from springs, which appear to have a significantly higher water production than wells.
Thanks for the comment! It's a bit hidden, but if you set a Laborer to Gather Only, then click the priority button till it shows "Water", that worker will go collect water from any source and bring it directly to storage. Though I think I will increase the output of wells a little. Appreciate the feedback.
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Nice Game :) I like the music but i hate the click sound. It has to sharp frequencies. Why not use a click sound or a rim shot ? :)
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Holding shift to keep placing the same building would be incredibly helpful for when you can expand your population with houses, when placing berry bushes, and most importantly when planting trees.
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The bug with citizens starving themselves may have to do with paths of 0 length when they are far past hungry (this happens often if food is sitting at their doorstep and they are a long way from home when you change their profession).
Also seems to be a bug that they won't stop to eat when they are on the way to change professions.
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I saw others report it already... but it appears that occasionally citizens (any profession) can get stuck and even if I have 999 food in the warehouse they will stand still saying hungry and searching for food on the ground. Not a common occurrence, but it does happen.
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Also this is kinda a note for you as the developer. Great job responding to feedback and making players feel involved. Also a note to kongregate I wish I could up vote or even respond to your great feedback as a developer.
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Also I feel like farms need to produce a ton more food or produce it much faster if I assign a worker and/or assistant... right now I feel like the net value I get from a farm is more when I don't assign anyone to it. Since it will produce food automatically if my laborers provide water and then they can still do other things in the meantime.
There are certainly a lot of ways to do things! There is a trade off with the farms. If you have a worker or assistant, they will bring the product directly to storage more often (instead of workers randomly eating it), letting you spawn workers with it more easily. At the cost of tying up a worker. But I like the strategy you've come up with too. I appreciate all the feedback!
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So I think I'm getting the hang of this slowly... you can only build one building at a time for a long time... it is extremely useful to have a portion of your laborers on gather only...
But it would help a ton if I could prioritize entire categories for each laborer to gather. That way I don't have to wait for them to pick up all the twigs/sticks before they pick up the food or water or whatever I'm currently waiting on. (Such as when trying to spawn a new worker).
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I thought that big wall to the left was rock, but I built some miners over that direction yet they are still just wandering around aimlessly. Are you sure you accounted for sources for stone production in the mix?
That's good to know. Appreciate the feedback. I'll find another way to draw attention to it when it changes. Update: The tutorial box now scales in and out instead of flashing.
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Had to start a new game because they were all starving and refused to hunt. They kept kiting back and forth to the berry bushes instead of killing the rabbits. Frustrating.
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I can't seem to manage food at all... I always starve out my city... The concept seems really cool, but doesn't seem balanced. Just started doing some unity development of my own and wondering if their hunger is tied to the update function rather than the fixed update function or using delta time.... If it is already doing that then maybe this game is just too hard for me. I can't find a combination of farmers, hunters, and laborers that can sustain themselves.
Thanks for the feedback! Appreciate the thoughts. I have a timer that increments by deltaTime every frame. Hunger goes 1 per second plus 1 when the worker does something. Getting a farm early and assigning a hunter to work it will help a lot, while still having another one hunting rabbits. Try to have a surplus of food when you add another worker, so you can see it go down in time to do something. Good luck!
Haha, yes. It would make better sense if he picked it up. It's the way it is for technical reasons, and also changing it would change the balance of the game. But I'll think about coding it in and see how it works.
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Well done and entertaining. Only thing I'd like to see is an overlay showing the number of free laborers... or some indication like that. I noticed there are flags on the huts. Not sure if those mean something?
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Finally managed to build a farm, with worker and assistant, and still no food. Don't know what this games wants from me. Not for me.
I'm sorry it isn't working for you, but thanks for the feedback! It's possible the workers were eating the food as quickly as it was produced. As long as the farm was getting water and dropping wheat, the game was working properly!
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Nice concept. But too much micromanagment. For instance if the miner has a full output he will not work until another laborer collects it. Why can't he move the goods to the storehouse himself? This is for all production buildings. Meaning you either have to have assistants on all of them or are constantly changing workers from miner to assistant and back.
Thank you for the detailed feedback! This is a result of how the AI is coded, with hard separation between different tasks. But you make a good point. It may not be easy to change but I'm going to look into it. Edit: Looks possible. I'm working on an update to implement this.
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Really nice little game. I would definately like to see this game to evolve into something bigger (missions, camapign, conquest, wars, etc.).
Awesome! Thanks for playing and commenting! I don't have immediate plans to take this farther, but there are so many ideas that would be cool to add. So I might just come back to it.