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A topic by Sisyphean Games created Jan 09, 2025 Views: 540 Replies: 26
Viewing posts 1 to 11
Developer

Feel free to discuss the game here. Let us know what you do or don't like, talk strategy, or discuss anything else related to the game.

Took me 1h to understand but It's great

Developer

Glad you enjoyed it!
Is there anything in particular that you think we could add to make it clearer how to play?

I've been mostly on a Minecraft binge, lately, with some EVE Online on the side, so I haven't been playing Cardalaxy much, recently.

As of the time of this writing, the current version of Cardalaxy is Alpha 0.5.2.

In the 2 rounds of Cardalaxy I've played recently, it feels like the Defense and Wellness tracks are in healthy places.  Neither system feels like "YOU ABSOLUTELY MUST DEAL WITH THIS TO THE EXCLUSION OF ALL ELSE!"  In addition, it's a nice touch to be able to get a small number of Production points from destroying Local Threats; the Tier 2 buildings "Launch Facility" (2 Production 1 Exploration) and "Modular Farm" (3 Production 2 Wellness) aren't absolute must-haves.  (It used to be that if I didn't see "Launch Facility" or "Modular Farm" early in the Technology Tree, then I would quit the game and start over.)

I would need to put a few more hours into playing to be sure, but overall, I think the game is in a good place, metaphorically speaking.

Developer(+1)

Good to know. We are still a while away from the next update but it should improve exploration a lot and will also have some improvements to science as well.

As of the time of this writing, the current version of Cardalaxy is Alpha 0.6.2.

Having played the current version about a dozen times, now, I've noticed that the difficulty in the game is somewhat frontloaded into the early game.  By Turn 3, the combat system starts putting pressure on the player to address the combat system.  This isn't necessarily a bad thing in and of itself, but it can be difficult to manage if the "Tactical Systems" technology (+2 Combat if already producing Combat this turn) is 3 or 4 steps deep into the randomly-generated Technology Tree or is missing from the tree completely.

Defeating Combat threats gives bonus points in all areas except Combat; this is a nice touch, but comes with a side-effect: some of these points randomly go into Wellness.  Once the first Wellness bonus is triggered, the Unwellness drain activates and doesn't ever stop.  (This wasn't the case in the previous version of Cardalaxy, so I'm wondering if this is a bug; I've posted on the Bug Report thread about this.)  This now means that the player is getting pressured on two fronts: Combat and Wellness, and the player might not yet have access to the Tier 2 buildings needed to easily address this.

The first Crisis happens around Turn 10 or so, which then means that the player is under pressure from three fronts simultaneously.  This is a little tricky to juggle without the appropriate Tier 2 buildings.

If the player gets past this phase, then the game gets easier.

The only suggestion I have at the moment to take some of the pressure off the early game is to disable the Unwellness drain if all Wellness bonuses are deactivated.

Developer(+1)

Thanks for the feedback! We had some similar thoughts and are working on some major changes to the defense system right now. Following that we also have several changes planned for the crisis system. Hopefully both of these will help reduce the pressure early on but increase the pressure later in the game.

Alpha 0.7 is now live.

I've played two games, so far, one that I gave up on and one that I won.

Overall, I strongly dislike the new combat system.  It makes combat threats in the early game SO MUCH HARDER to deal with that I don't like playing anymore.  Please consider a rollback to Alpha 0.6.2.

Combat points are really hard to accumulate in the first 20 turns, especially when the tech "Tactical Systems" is NOT an early technology (either buried too deep into the tech tree or absent completely).  Constructing buildings in the early game was already hard enough, but if a Pirate shows up early it's now even harder because I need 5 Combat points to get back any Production points that the Pirate (or Pirates if a second one showed up) stole.

(+1)

I might be overreacting a bit due to external factors.  It has been hot and humid in New York City for some time, now.  I'll give this another try tomorrow.

Developer(+1)

Hmm, I probably need to balance the early game defense system a bit better. More time on the scout squadron, more time between enemies appearing., etc. I'll make some changes and get the other issues fixed up and then we can see how it feels after that. 

As a stop-gap measure, you could make "Tactical Systems" a guaranteed first-step technology.  +2 Combat per turn makes a HUGE difference in the very early game.

Alpha 0.7.1 is now live.

Early game defense threats are easier to deal with in this version than Alpha 0.7.  That being said, I still don't like this combat system as it makes it almost impossible to use Combat points against Crises; only 2 to 5 Combat points can be used against a Crisis per turn depending on selected weapon upgrades and whether or not the Subversion Crisis is in effect.  In later stages of the game, Combat points get converted into extra Laser Charges before I have a chance to divert them into Crisis resolution.

Come to think of it, similar restrictions exist with trying to use Science and Exploration points against Crises, as well, but Combat has become even more restrictive in this regard than Science and Exploration.  I do not believe that this restriction should exist for any of these systems.  When planets are played, would it be possible to hold the harvested points until the player has a chance to send some of those points directly to Crises?

Developer(+1)

Yeah, looking at it Defense is especially bad about that now. With exploration and science the limit at least increases as you get further into the game and it takes more points to convert. Defense does the opposite, starting low and potentially getting lower with certain upgrades. I'm going to change it to allow automatically breaking a charge back into points so they can be taken for the crisis system. I'd rather not add in a stage between playing planets and sending the points to their systems if I can help it as that would slow down the gameplay loop.

For the other systems I'll see if I can come up with something for them. Otherwise maybe I can do something with the crisis system to allow a kind of toggle-able magnet effect to send points there first or something.

I was just looking for the comments section, but I'm 100% picking up what you're putting down with this game and I want more!! This puts me in a natural decision making process, where I have a min-max goal, but also have to consider what I'm capable of each turn maybe I can earn more of a less desired stat, etc etc.. Yes I want to improve my planets a certain way and then play them a certain order but I'm also at the mercy of what's drawn. AND the randomized "tier 2 resources" on planets, the more powerful mods you unlock later, the asteroids and moons, the tech tree - all of this variety each playthrough gently pushes the player towards a certain victory path. It's really not hard to understand anything in the game, you just have to play the game to see it happen. I was never confused as to *why* something happened the way it did, I mean at least not after seeing it/testing it 2-3 times. The only unclear language I remember hesitating on was the effects of like, "+6 but -1 each turn", and it wasn't clear that meant each time *played* one way or the other. I also didn't pickup the one "smart person" icon upgrade cause it read +2 score to points *not* earned or some such. I'm ranting but the language makes sense after I see it in action. Could use some more precision to understand it "blind".

This is beautiful. It recreates the simple intuitive start of 4x games, that grows into something so layered I get fatigued just trying to mentally conceptualize how it all interconnects. But my intuitions knows something is right. And my 2nd time playing I managed to achieve the science and defense victory conditions on the same turn, despite having that crisis that randomizes science goals twice lol. Wishlisted and awaiting full release!!!

Developer

Glad you are enjoying it and that the gameplay is clicking properly! I'll make sure to note down those points of confusion and try to make them a bit more clear for first time players.

(2 edits)

Version Alpha 0.8.1 is now live.

For the options "Orbital Survey" and "Land a Team", what is the intended use case, here?  Is this to support ride-the-edge strategies that lean heavily on "Crisis Response Center" buildings where the player WANTS to get more crisis points?  (I forget if this is the correct name; it's whichever building type that generates 3 random resource points for each active Crisis when played.)

[edit] Yes, "Crisis Response Center".  Immediately after I posted this, the next Exploration event provided it as an unlock option, so I'm looking at it now. [/edit]

Developer(+1)

I might change this event in the future as I'm not sure it quite hits how I intended it too. The thought was that you can just take a small amount of points, or if you feel like you are doing well and can handle the extra crisis points you can make the trade to get more random points out of the event. 

It can definitely be used by those trying to ride the edge and make use of the crisis response center though.

I'll need to pay closer attention, but towards the late game I think a Crisis can happen with 5 Crisis Points and takes around 30 Resource Points to resolve, so any trade of 6 Resource Points per Crisis Point is roughly break-even; the ratio needs to be greater to actually be worthwhile (assuming that Crisis Response Centers are not being used).

Developer(+1)

Sure, there is a bit more than just a direct 1-to-1. There is the opportunity advantage of getting more points early and then being able to build more buildings, get another tech, another wellness reward, etc. 

I did go ahead and increase the number of random points gained and reduced the number of crisis generated to make the other options a bit more appealing though.

I can't tell at a glance how many Wellness points to the next branch above or below.  This is particularly important if I want to spend Wellness points on a Crisis, but don't want to lose the benefits of a branch at the end of the turn.


Developer(+1)

A good point. I'll see about incorporating some kind of indicator for how full the stem is and how much is needed to fill each section.

(2 edits)

I'm covering multiple points in this post.

[edit] Note that I can't seem to master formatting in these posts.  That's why the post looks a little weird. [/edit]

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The one and only time I picked this option, the game forced me to choose between three of my best planets.  This is probably bad luck, but still,unless the Strategic Resources gained scale with how good the planet is, I can't see this being worthwhile in the vast majority of cases.  This is a malus, not a bonus.

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It would be really helpful if I could see which three planets I can choose from to apply the asteroid to at the same time as I'm choosing the asteroid.  If, for some reason, you want to keep this a gamble, then it would at least be helpful if I could review all of my planets so that I could consider the most likely scenarios.  This brings me to my next point....

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It would really be helpful if I was able to review all of the planets I have to determine which type of points my planets are most likely to produce next turn.  Currently, these displays do NOT function properly while any modal windows are active.  Note that the "Interference" Crisis (which hides out-of-hand planets) is NOT in effect in this example.

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Having played about a dozen games or so, having a hidden tech tree is really an annoyance.  I am NOT a fan of it.  I request that we go back to having an always-visible Tech Tree and eliminating "Futurology" as a Wellness bonus.
Developer

Post seems fine to me. 

1) Yeah preserve world hasn't really worked out as intended. I'm going to either rework it or replace it entirely if I cant find a good solution. 

2) There are a couple of easy ways I could adjust this, not sure which would be best though or if a more complicated solution would be needed. a) I could pick a planet up front at random and display it in the side box, letting the player pick an asteroid for that planet. b) I could pick what resources the asteroid is going to give and just offer 3 planets to pick from. c) I could pick three planets and three asteroids that are linked 1 to 1 and player just picks which of the three linked options are best.  

Beyond that I could go with a more complicated solution like set up a special panel to select both planet and asteroid together at the same time. It would take longer but would also allow the most control. 

Let me know if you have any preferences between those ideas or a different idea for it. 

3) The panels were supposed to allow viewing the deck or discard even while they are open. Seems like the buttons aren't set to function while the game is paused though. I'll get that fixed up. 

4) Sure. I was hoping it would make the tree more interesting to explore but if it's not doing that then I'll change it back. I'll need to come up with a new wellness bonus to replace the one first though.

Regarding 2) A special panel to select both planet and asteroid at the same time wold be ideal, but if this entails too much development time, then just displaying one asteroid on the side and having three planets to pick from probably makes the most narrative sense.

Regarding 4) "Cross-Disciplinary Research" - "Completing any Technology allows Science points to be spent in the closest Technologies directly above and below in the same column".  So, the player can choose between jumping the branches on the technology tree OR whatever the other Wellness Bonus is (like reducing the cost of Tier 2 buildings, if I remember correctly).

Developer

Hmm, it would take a little bit but might be worth it to make a general 'dual selection' panel to allow for selecting a planet and then something to add to it like an asteroid, building, or planet mod. 

Yeah that could be interesting, letting the player basically jump around more rather than having to follow the paths as much. I'll see if I can put that in easily or not. Thanks for the suggestion.

When I woke up today, I thought of a couple of things.

1) I realized that I'm dominating a LOT of the conversation in this forum.  We (that is, you, me, and anyone else who shows up) have to keep in mind that "what Seamus likes" and "what makes for an interesting game" are two non-identical sets.

2) Similarly, "What makes for an interesting game to experienced players" and "what makes for an interesting game for new players" are also two different sets.  At some point down the line, it might be worth implementing a difficulty setting so that new players don't get frustrated and quit early.  For example, whether Threats can be attacked using any Defense points or only Defense points generated this turn, whether nodes on the Technology Tree are hidden at the start of the game, whether end-of-turn Wellness decay drops in response to generating a Crisis Point or drops when the relevant branch is no longer active, whether the player needs to achieve one victory condition or all five victory conditions to win the game, and so on.

Of course, having two different sets of rules, either of which MIGHT be active during one particular game, will increase the risk of bugs, so this is definitely a low-priority idea.

Developer(+1)

No worries. You have had some pretty good suggestions so far. 

We are working on something that might help with difficulty levels if it works out. Some new sub-factions with a unique gameplay effect and a pair of unique buildings. Should be in the next update, might put out a dev build soon for some feedback on it but it will probably be a bit buggy.