I won't talk about the bugs since I wrote about those in the support forum here: https://forums.offworldgame.com/461396/page/1/
The game is a lot of fun. It has huge potential. Here is my feedback after playing for the better part of a day
Hopefully this is useful for you!
The income on the pleasure dome can change during game play. After you plant one it does have the current income amount printed on the structure itself.
I suppose it could give you the current amount on the tool tip, but that's as much as you'd be able to know. I'm not sure what all influences it but I do think having more of them will lower the amount you get on each one.
Campaign: The choices also tell you the resource amounts, which can make a mission easier or harder. It also grants perks. For example +1 claim gives you an extra claim every mission after if you won that mission. Patents become yours too. The income is nice, but the perks are sometimes better.
I completely disagree with the black market thing. I hoard blackmarket items for later and I'm certain players will learn to do this too over time. I don't want to accidentally use it because the item was selected for use immediately after buying.
Like @Mirraj, I also find the current black market UI/UX unintuitive -- I always seem to have to figure it out again. Click… wait… click again… okay NOW click the target tile. Of course it's not helped by the current general slowness/lagginess of the UI. I understand how buying/saving black market ops is interesting, but I'll bet there's a more elegant way to make that possible…
(Really enjoying the game overall.)
We had that in our old scanning system and was an oversight in converting to our new system. I will add it to my task list to add that to the scan display.
We have long-term plans for the event log, but we'll try to get it drawn bigger in the next update.
Noted. I'll pass that along to Soren.
I'll add a note to myself to include that in the tooltip now. Good idea!
Soren's in charge of that, so I'll pass that along.
Yeah, we've been talking about that internally. Getting access to the first few claims on the black market is huge. I also think that paying $8000 for one in an auction is not a bad deal either. You're taking on debt rather than paying with "real" money, so you can pay more.
Yeah, the current was is a bit clunky. We need another pass on that. It's already in our task list. Thank you for suggesting another way to do it - we will consider it.
Another thing that we need to address. This won't be a quick fix.
Very! Thank you for the detailed feedback! I've added the major things you've mentioned to my notes.
-Scott-
Regarding the black market, I had the same though. I can perhaps imagine the value of hoarding black market items for later, though. Perhaps a second, attached and adjacent button or tab for using purchased black market attacks might solve this problem. Like, once you've bought an item, a little tab pops out of the existing buy button - maybe with a number, indicating the number of uses available. You click this to use it.
With the existing interface, it didn't even occur to me that black market items COULD be saved for later - I just assumed they had to be used immediately.
Just checked in a fix so that the Pleasure Dome's tooltip will tell you how much money it will generate. Should be in the next update.
Thanks for the tip!
Great, thanks Scott!
Tutorial:
The map for the Scientific tutorial seems like the worst map you could ever get for that "tree". In a real game I would NEVER pick scientific for that type of map. Given that the tutorial would be how brand new players learn to play to the strengths of a "tree", it seems like the Scientific tutorial does just the opposite. It took me many times to complete it and even then I had to go well out side of "playing to strengths" to complete it. Others have complained about this as well on youtube for that tutorial. The rest of the tutorials I thought where very good.
Campaign:
The concept of the campaign system is rock solid. I would like a little more clarity on difficulties between maps. Also seems the randomness of the starting things you can "buy/Hire" can be troublesome. Example. Scientific, you start with solar panels, but no quarries. which mean 10 minutes into most maps you are paying 100+ for power and no way to change that. you can't expand cause it will use more power, so you can make anything or do anything, and you lose. I would suggest some conditional statements to go with the "randomness". If A is a starting item, then B needs to be an option for purchase. Then it is up to player to decide. Otherwise several times for all the races I load in with gaps too big to over come. I understand the need for make A and sell it to buy B in an economic game. You do need to at least be able to MAKE something to sell with the given starting options. Otherwise the player is left with exit/refresh over and over till they can get something that works.
Obscurous
Keep up the good work. The game is already super fun.
Yeah, the concept is nice. More like a tournament than a campaign per sé but hey, who's counting. Another very large problem with the campaign as it stands are the rollover buffs that artificially widen the gap between 'best' and 'least-best' which only serves to create a giant snowballing effect. One suggestion to tackle this is to keep the accumulation of buffs but only allow a choice of one (or two) to take into the next match.
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