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Kings Messengers's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #70 | 3.385 | 3.385 |
| Graphics | #126 | 2.692 | 2.692 |
| Accessibility | #140 | 2.077 | 2.077 |
| Controls | #149 | 2.231 | 2.231 |
| Overall | #156 | 2.132 | 2.132 |
| Fun | #156 | 1.846 | 1.846 |
| Audio | #161 | 1.154 | 1.154 |
| Theme | #177 | 1.538 | 1.538 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.4
Wildcards Used
N/A
Game Description
This is an unfinished prototype of a strategy 4x style kingdom management simulator.
How does your game tie into the theme?
It is unfinished
Source(s)
N/A
Discord Username(s)
notstotey & subnitrates
Participation Level (GWJ Only)
3
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Comments
I LOVE STRATEGY GAMES AND I LOVE CIVILIZATION.
The cover image drew me in, I thought "no way, civ 6 in godot wild jam???!". I know its unfinished, but you have my respect for making a game like this. The map generation itself was enough to impress me. For a jam of 9 days, I respect the attempt. The idea of messengers is cool and the intel they have that may not always get back to you is interesting. The time system is nice, and of course most of this stuff needs refining, but the foundation is definitely there. Biggest thing about these games and especially 4x type with a lot of menus, the UI should have a lot of thought and work put into it, the game is half map and half UI, your map is great though.
If you do keep going with this one, I wish you guys the best of luck, and again I appreciate you guys putting a game like this out there.
Really cool prototype, I really liked the amount of randomly generated stuff in there, map, explorer name, stats, etc.
Would love to see more about it in the future!
Interesting idea, think others already covered the points I would make such as the UI windows being left open and overlapping with each other etc...
Obviously you will need to take your time to explain what you should do and have indications of where the messenger currently is and what happens to them.
Nice start too bad time limited your developed (don't think I have ever completed everything I wanted in a single week jam)
Cool prototype, curious how you treated lakes vs rivers in your world gen?
Thanks! The world generation was so fun to develop, basically the rivers are random walk algorithm while the lakes were a flood fill algorithm approach!
Just needs more fleshing out, promising ideas here.
Thank you! We are actively working on it and hope to have a game play prototype soon!
For an unfinished prototype I think this pretty cool! Definitely a lot of potential with some of the gameplay ideas established here. One thing I noticed is that it's still possible to click on the Tax Test button when the map is pulled up, which sometimes results in overlapping dialogue boxes.
Nice work!
Hi! Thank you for this feedback gives us a boost hearing it :) You spotted well lol that was my doing and 100% just being lazy trying to get a system implemented without any care for UI/UX lol! Really appreciate the feedback and for checking out our prototype!
The idea shows promise. Here's some feedback on the prototype (coming from someone who enjoys games like Civ), mostly regarding the UI and UX:
- A lot of the UI interactions had me click on small toggles and buttons. For example, when I had to select a manager I had to click on a small toggle option; I would like to just click anywhere on the messenger's UI element to select them. Try to remove unnecessary empty space and make the interactive buttons larger.
- I should be able to click-and-drag to pan the map, and the scroll-wheel should be able to zoom in and out.
- I didn't like how a window appeared in the middle of the screen when clicking on tiles, the tax centre, etc. It blocked the center view and prevented me from clicking on other tiles. It was made worse by not being able to close the window by clicking outside of it; I had to click the small "Close Window" button at the top. I think having a semi-permanent "interaction panel" in the corner or on the sidebar (like Civilization) that updates its content when I click on something would work better here.
- Definitely add more user feedback in response to actions. The biggest one is the messengers; I would like to pull up a list of messengers and see their status at a glance (i.e. check their availability, view their stats). I would also like some kind of notification when a messenger returns. Instant feedback should also be there when clicking on actions like "Establish Settlement".
I know that's a long write-up, but I think these changes will go a long way to make the prototype feel more responsive and fun. The core idea of sending messengers to enact your strategies sounds like it could be really fun once it's more fleshed out, so I'm looking forward to see what you can do with this!
Fantastic feedback, greatly appreciate it and I can agree to all you've listed! We actually sat down today before submitting and planned out some UI/UX improvements over the next couple of days. it's hilarious because we even chose Civ5 to examine and decided to go with the hover-over-tile to view basic stats and then a sidebar for actions :D The feedback response on messengers will be interesting to decide on as we want to keep a certain amount of uncertainty but with the balance of the player being sure of what is happening action-wise. Again thank you for the extensive feedback and for checking the prototype out :D
i dont know if im doing something wrong, but when i send a messenger out ... nothing happens, no popup no feedback, i can immediatly send another one out. when i want make a new settlement ... nothing happens. i can press the button. no feedback, do i have not enough resources, was it successful ...
am i doing something wrong?
what works is, buying upgrade for the settlement thats already there and watching the resources numbers go up
Hey, I appreciate there are no feedback signals so it is very difficult to know what is actually happening! There is a current parameter right now where you can't build a settlement that is within 2 hex tiles of another settlement, I think this might be the issue happening. So you're weren't doing anything wrong it's just lack of onboarding from us as we have focused on building systems as opposed to a tutorial up until now! Really appreciate you checking out the game and giving feedback even in it's unfinished state :D
Edit: You can only build a settlement that is 3 hex tiles away from other settlements and not within 2 hex tiles of any settlements
It's in the early stages but what you've got so far is cool! I love the hex map and the world generation! Looking forward to seeing what this builds into :)
Hey! Really appreciate the feedback :D We can't wait to see how it turns out too!