Hello all. I’ve had a chance to play around with a few games (didn’t get too far into the games yet), but wanted to share some initial feedback. Having not seen a design document (do you have one you can share?) I really have no idea what design features/elements are working as intended or are place-holder, or still need work. I’ll say this though (being honest here), if this is a “beta” it’s a pretty rough one, and I’d echo other’s concerns.
Here’s my feedback:
PACING + GAMEFLOW
This is the biggest issue in the game right now. The turn-to-turn gameplay does not flow well and keep the player engaged, which leads to feelings of “unfun” and this is the last thing you want.
For example, having your first factory take 30 or more turns (I think one starting game it was like 45 turns?!) to construct is just ridiculous. I gather you’ll be revisiting the production model for the game? I’d encourage you to do so sooner than later before it’s too late. Clicking for dozens and dozens of turns, while I sit in a position literally unable to expand (waiting for a colony ship to build for example), unable to explore more (maxed out fuel range), with nothing I can fight successfully is just not a good feeling.
Also, starting a game running at an economic deficit is just a terrible feeling. My first game I bankrupted myself before settling my first colony (as I was scouting around to find a good planet) and the game scrapped my colony ship. This is just terribly, terribly frustrating – and the general player base is going to be a lot less forgiving than I am. This is rage-quit inducing. I’m not sure what the design goal/intent behind this was. But decreasing upkeep costs and increasing your initial colony’s money income is critical I feel. Also, if players can amass some money more quickly in the early game, they can actually spend it rush producing things and hence speed up the pace of the game.
The potential niche for this game is to provide a lighter 4X experience (I think that’s what you are going for?). If so, it NEEDS to move at a much quicker pace. Production costs/times need to come way down, fleet movement speeds need to go up, etc. In short, the pacing needs to be fun, and it just isn’t right now.
UI ISSUES + CONVENTIONS
I’m trying to get caught up skimming past threads … so bear with me …. Basically, listen to what everyone is saying.
Map Zoom: You need to allow zooming on the strategic map – it just feels broken and archaic not being able to do that. If that means your icons need to scale and/or fade out as the zoom scale changes, fine – but you need a zoom.
Right-click to send fleets: This appears to be working – it seems glitched? If I right-click to move a fleet, the fleet turns/shifts position and the move path is drawn. Next turn however, the fleet doesn’t move at all. On the following turn it starts to move. Is this “lost turn” intentional? It’s confusing if it is.
Right-Click to cancel menus: This is increasingly become a standard interface feature for 4X games, but if I’m in the colony window, or production option window, RIGHT-clicking should close out of that menu. I think ESC also cancels menu, but right-clicking is faster still.
Consistent “X” Marks: On a related note, the “X” button to close menu’s is located all over the place depending where you are in the UI. Try to be as consistent as possible with the placement of the “X” close button.
Information Pop-Ups / Displays: I think someone else mentioned this, but more text/information is needed next to things (e.g. ships in the fleet viewer, planets in the system viewer) so that you don’t have to continually be clicking on things to see what they are (let alone what they do). For example, the fleet viewer at a minimum should display the name of the ship, the current HP’s, or other critical info.
GAMEPLAY MECHANICS + IMPLEMENTATIONS
Fuel Range: Having a dashed line drawn showing the extent of your fuel range would make that mechanic much more obvious to work with and plan around. It’s frustrating having to constantly be clicking on every single undiscovered star to see if it’s in range of a particular fleet. Given that ships can have different fuel ranges, I’d have one boundary line for the minimum range and one for the maximum range for any of your constructed ships. If you select a whole fleet or a specific set of ships, highlight the max fuel range line.
Build Queues: I’m assuming there is no build queue here? You can set AI orders for a colony though? In any case, you need a build queue. I want to be able to cue up 6 destroyers and not have to go back to the colony each time one is built and change it off the lab or factory that starts auto-building each time.
Combat: I’ve had a number of fights against pirates and the like. The combat system has some potential for sure, but it really needs better feedback on what’s going on. I’ll comment more
Research: Ironically, the one that that did seem to move more quickly (pacing wise) than everything else was research. As I was mindlessly clicking next-turn to build ships to do things, research complete notifications popped up frequently, so much so that after I a while I started ignoring them, which isn’t good. Research is one of those things that by default players should be directing so that they have some idea of what it is they are researching. If you don’t have a research item selected (e.g. after just researching something else), the player should have to choose what to research before they can advance the turn. You can include an option toggle for auto-research, but I’d have this turned OFF by default.
Production System: I need to spend more time getting a feel for this before I comment more. It doesn’t’ seem like the planet development options are terribly interesting or varied, which isn’t a bad thing, but I need to get my arms around the underlying system better. Is there a write-up anywhere of how the system currently works (or is intended to work?).
OVERALL
Aesthetically, this game has potential to stand out. And I think it exist in the 4X-lite niche and provide something fast paced with interesting decisions. But the pacing and gameplay flow needs a lot of work, because at the moment it just isn’t terribly engaging. The UI needs a fair amount of work IMHO, as a lot of the mechanics are NOT (edit) easy to follow / understand in-game. I’ll provide more specific ideas/suggestions as I get further into this.
Sorry if this comes across as harsh – I’m trying to give you my honest gut sense of things in the absence of knowing in detail what’s working as intended versus broken versus placeholder.
Cheers,