Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Aug 12, 2014 11:42:51 GMT
On a scale of 0 to 10, how would you rate the gameplay for this version?
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Post by Danjal on Aug 12, 2014 12:32:31 GMT
I will put gameplay at a 3 - I'd put it higher if the gameplay that was there wasn't so stunted and disjointed and if the game actually ALLOWED me to play the game.
As it is I'm often fighting ingame mechanics. The Astari are the first real attempt at adversity (I'm not counting the wolves or playerbattles from v1.3) and its a poor one at that. It doesn't really 'add' to the game, instead it rapidly becomes a bother as you return to your game after a nights rest only to find that your happiness has plummeted in your absence and there is little you can do about it.
Being 'happy' also has no purpose whatsoever other than serving the Astari minigame goal - and it quickly becomes apparent that the most effective way of dealing with this is to simply annihilate them.
After overcoming the happiness mechanic you're still stuck with other limiting mechanics. Belief, wheat, ore, followers - all of these are required to progress and all of them require more of the others (often belief) to expand on them. But other than this mindless spread there is little to do. The few voyages that are there are quickly finished and leave you with nothing else to do. Though even with that in mind, I suspect that at my current pace (though usage of the pit of sacrifice) I will have finished off the entire timeline before the week is out and I can redo the voyages again.
The pit of sacrifice functions really well, even if it is a bandaid solution that doesn't really have a place within the game just yet. But I'll grant them this - with eyes on the iOS/mobile release, internal business priorities and all kinds of stuff going on they clearly could not focus on creating the game they originally intended to make. Even when regarding endless promises to do so, they kept putting it off so expectations are very low.
So why is the Pit a bandaid solution? Because it has no inherent role within the game at this point, its a way for the player to acquire cash-currency without the need to spend cash. But its not incorporated into the gameplay just yet and neither does the player have alternate options at his/her disposal. Balancing and expansion is needed to properly incorporate these kinds of mechanics into the game should they desire it to come to a better conclusion.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Aug 12, 2014 12:40:03 GMT
The few voyages that are there are quickly finished and leave you with nothing else to do. I suspect that if 22Cans were to strip everything down to just the voyages and regarded that as a standalone product and they would really really focus on expanding the concept and put lots of fun and interesting stuff in there they could have a real mobile hit on their hands. It's sort of like Lemmings which was of course a huge hit, only this is 3D and you can manipulate the landscape instead of manipulating the followers. If you'd give the player options to give commands to the followers as in Lemmings... I should probably cross post this to the Feature requests thread or at least link to this.
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Post by Deth on Aug 12, 2014 12:46:56 GMT
There is a lot of things to do in the game if the game would just let you do it. So I voted 1.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Aug 12, 2014 12:57:03 GMT
The few voyages that are there are quickly finished and leave you with nothing else to do. I suspect that if 22Cans were to strip everything down to just the voyages and regarded that as a standalone product and they would really really focus on expanding the concept and put lots of fun and interesting stuff in there they could have a real mobile hit on their hands. It's sort of like Lemmings which was of course a huge hit, only this is 3D and you can manipulate the landscape instead of manipulating the followers. If you'd give the player options to give commands to the followers as in Lemmings... I should probably cross post this to the Feature requests thread or at least link to this. No, please don't do it. If they read this they stop development and focus on developing that.
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Post by 13thGeneral on Aug 14, 2014 17:28:14 GMT
I suspect that if 22Cans were to strip everything down to just the voyages and regarded that as a standalone product and they would really really focus on expanding the concept and put lots of fun and interesting stuff in there they could have a real mobile hit on their hands. It's sort of like Lemmings which was of course a huge hit, only this is 3D and you can manipulate the landscape instead of manipulating the followers. If you'd give the player options to give commands to the followers as in Lemmings... I should probably cross post this to the Feature requests thread or at least link to this. No, please don't do it. If they read this they stop development and focus on developing that. But that's where they could have two distinct products; Project Godus for Desktop and Godus: Voyages for mobile. Two distinct games and platforms, two distinct development groups. To me, thier biggest failure was thinking too restrictively with the cross-platform idea, and then getting tethered by mobile T&C policies and limitations.
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Deleted
Deleted Member
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Post by Deleted on Aug 15, 2014 8:08:45 GMT
No, please don't do it. If they read this they stop development and focus on developing that. But that's where they could have two distinct products; Project Godus for Desktop and Godus: Voyages for mobile. Two distinct games and platforms, two distinct development groups. To me, thier biggest failure was thinking too restrictively with the cross-platform idea, and then getting tethered by mobile T&C policies and limitations. Don't get me wrong. I have no Problem with a lemming like game on PC or Mobile or both. Lemmings was fun. But i really want a really good god game and that's what i backed for. And what do you think they will do when they find out that they can do a lot of money with this Little game? Second team? How to pay? No, they would completly focus on the game they think will bring the most money with the less problems and work. 22cans "We come back to pc game when the Mobile is done ... but then everything will get great". Sure.
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jpw
Master
Posts: 159
Pledge level: Patron+Acorn+Poster
I like: Populus
What I thought Godus was going to be...
I don't like: Waiting
Collecting belief
Stickers
Sculpting
Voyages
Managing settlements
Not being a god in a god game
Chests
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Post by jpw on Aug 15, 2014 23:10:22 GMT
But that's where they could have two distinct products; Project Godus for Desktop and Godus: Voyages for mobile. Two distinct games and platforms, two distinct development groups. To me, thier biggest failure was thinking too restrictively with the cross-platform idea, and then getting tethered by mobile T&C policies and limitations. Don't get me wrong. I have no Problem with a lemming like game on PC or Mobile or both. Lemmings was fun. But i really want a really good god game and that's what i backed for. And what do you think they will do when they find out that they can do a lot of money with this Little game? Second team? How to pay? No, they would completly focus on the game they think will bring the most money with the less problems and work. 22cans "We come back to pc game when the Mobile is done ... but then everything will get great". Sure. I think, despite everything, I have a little more hope than this. Maybe I'm just gullible though?
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Post by hardly on Aug 15, 2014 23:19:26 GMT
So here are my thoughts:
The gameplay isn't terrible. Belief is way to slow and needs to be sped up by x3 - x10. Sculpting is too expensive. Timers are too long.
The game continues to discourage creativity. We need the tools to be creative and the an incentive to make interesting maps.
Sculpting is still to clicky. We need more ergonomic ways of sculpting. The best idea would be to be able to choose a level of height and then just to be able to paint that rather than have to drag it. Digging and raising tools would be good too.
The astari are a good idea but a bit broken. The happiness path is too difficult and frustrating. Astari festivals should be paused when you quit the game otherwise you get screwed when you log back in. Also the astari recharge timers on buildings need to be reduced so losing your last people from a building isn't so punishing.
The pit of doom is the games saving grace. Exploiting this makes the game moderately fun although laundering belief this way is still very time consuming.
Personally I'd probably just prefer to be able to expand settlements by leashing followers to it rather than have to do repeated expansions but I can live with the mechanic for now.
The game needs more to do and more challenge but I guess that comes under the only 50% complete banner.
All feedback previously given still applies including automated belief collection, a real resource science system, etc.
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