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A jam submission

StyliteView game page

Cultist-Simulator-like in which you play a dreaming despot within a dying world.
Submitted by Craspedia — 2 days, 23 hours before the deadline
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Comments

(+1)

https://www.twitch.tv/videos/2816049475

Unironically - I wish I had your cards as physical cards. Maybe on a Bicycle deck or something. But your art is SO GOOD. Peak sovl.

UI is a bit odd. I got kinda used to it since I'm familiar with Cultist Simulator, but I think it'll be confused to anyone else. Also - you should probably add more identifiers to the cards and slots - like types (person/location/etc).

The idea of tabs is actually pretty cool, but it's not very noticeable.

Mechanically it works well. I enjoyed it after I got the hang of the controls. 

Really looking forward to the next demo, keep it up, I love cultist simulator, and I loved your demo!

Developer(+1)

>"Unironically - I wish I had your cards as physical cards. Maybe on a Bicycle deck or something. But your art is SO GOOD. Peak sovl."

Thank you very much :> I will sadly have to add some colour to the game, because readability seems to suffer for many others, so hopefully youll still like it with that change.

>"UI is a bit odd. I got kinda used to it since I'm familiar with Cultist Simulator, but I think it'll be confused to anyone else"

I decided to separate the cards and events because i wanted to have visualizations of the background available. When you streamed the game and instantly repositioned the events to be all next to each other i had to laugh so hard but knew you played cultist yourself ahaha. Was a fun stream, sadly wasnt able to watch the other days.

>"Also - you should probably add more identifiers to the cards and slots - like types (person/location/etc)."

Gameplay wise i already have a lot of hidden modifiers, stuff like "fogbeing", "slave", "human", "location" and so on. But i dont visualize them right now. I will have to visualize those and also a tooltip that lets you hover over attributes i think, as some of the symbols arent super readable right now. Im also thinking about reworking combat to be a little bit more in depth maybe, as id like to seperate myself a bit more from cultist simulator. But that may be overkill ahaha.

>"The idea of tabs is actually pretty cool, but it's not very noticeable.

Thank you :> I have some ideas id like to try out with them, i wanted expeditions to feel more special than just sending people away. Hopefully ill have something until next DD.

>"Really looking forward to the next demo, keep it up, I love cultist simulator, and I loved your demo!"

Happy you enjoyed the demo, even if its very early into development.

(+1)

In regards to "typing" the cards - maybe iconify the large card family - like "location"/"creature"/"resource" - and then keep the hidden subtypes - like "slave"/"fogbeing"/etc. That way you can still keep the mystery while letting the player know generally where the card could and could not go?

Also - yeah, tooltip hovers will help a lot. I kinda didn't understand what the skill icons meant. Didn't stop me really, but it would've been nice to know what the "gas mask" icon meant.

Developer

That approach makes a lot of sense. Ill see what i can do.

Also the gas mask means sentience ahaha. Its supposed to be just some anime head from the side.

Submitted(+1)

My first guess is there are too many option from the get go, CS is good example to follow on how to introduce gameplay. I think a mini cutscene to introduce the setting and the game objective would be a nice add.

- The monochrome ui is hard to read. I fear you will have to compromise and some colour.

- You need a way to move across the map because it keep cutting the ui for me.Hope you will succeed, this one the few interesting game of this DD.

Developer

Thank you for the feedback. :> 

I will try to implement more colour and a slower introduction to the game and narrative. The win condition is still a bit hazy, but hopefully itll work out ahaha. 

Regarding moving across the map i will have to add more ways to make it more easy for the player. But with all the feedback given so far i have a vague idea how to accomplish that.

(1 edit) (+1)

-I never played Cultist Simulator or its ilk, so it's mostly incomprehensible at first look. Also the game UI looks partially broken in 16:10 so I use 16:9 now.

-Being monochrome is visually 'cool' but sucks for grabbing attention and pattern matching. It's hard to remember what stats are which, the cards blend into the same-detailed background castle art, etc.

-If I am holding a character card, it'd be nice if hovering over a unexpanded event card would expand for me.

-Took me to after ending my turn to realized I could only pan with holding middle click, I assumed it would be a scroll since it's a tower. If it must be a hold to pan, I'd rather be a more comfortable button like LMB or RMB.

-Card events are unexpanded on turn end, it would be nice if there was a way to tell what card events have character cards sloted in them from a glance. Don't want to forget a card y'know.

-I do... things then the noble shows up, and at this point I get the idea that we are probably bad in a bad world or something with all the descriptions.

-I get bodied a couple times by the guy, it's at this point I am more confused by stats, why are there two numbers above and below each stat? Also the buff/debuff cards also have two mults, which I assume is debuff against enemy, and buff to me? But which is which? And do these only last for one encounter, or stack over turns?

-All my guys are dead now, and I only just realize that I can place location cards into some of the event card slots to do more actions.

-I do things then manage to find out what the bottom left cards do, teleport you to new areas. So now I have this camp and a new deck to go with it, but I can't seem to do anything here?

-I start a new game and do more advanced things like the mines and investigating town areas etc.

-When I do the LURE THEM quest to purchase followers, for some reason the event card is staying up despite not having a location card or otherwise on it.


-I feel exhausted trying to understand wtf is happening. I don't want to tread lightly else my character card is eaten from a random event or trying something new. I also still have no idea what on earth the stats are doing, and in my humble opinion just being told how that works would at least give me something to call a rock that I can stand on.

Developer (4 edits) (+1)

Thank you for the in depth feedback, in general you mention a lot of problems i hear from many as well as good advice

>"UI looks partially broken in 16:10"
-I didnt check for other resolution types, i will try to fix that, thank you for pointing it out :>

>"Being monochrome is visually 'cool' but sucks for grabbing attention and pattern matching."
-Understandable, I will most likely end up clumping certain stats together in colour palettes to makes it more readable, stuff like cards focused on strength having also some red colour for easier visual recognition.

>"If I am holding a character card, it'd be nice if hovering over a unexpanded event card would expand for me."
-Never considered that but it makes sense.

>"I assumed it would be a scroll since it's a tower"
-Never thought of that, actually a really good idea. Ill also implement that if you click and nothing is being dragged you can move the screens around

>"Card events are unexpanded on turn end"
-It used to remember what was open and what not, but i broke it soemhow and now they dont reopen again after the outcome phase. Id also -like to add a symbol in the case an event changed during the outcome phase.

>"I do... things then the noble shows up, and at this point I get the idea that we are probably bad in a bad world or something with all the descriptions."
-Yeah its a bit too on the nose right now, i need to fix that. Id like to make it so that the noble only shows up if you have infamy cards. Maybe when i implement the tutorial ill also give a choice to either get 1 or 2 followers or 3 to 4 slaves instead. So that the player can decide who they are.

>"I get bodied a couple times by the guy, it's at this point I am more confused by stats, why are there two numbers above and below each stat? Also the buff/debuff cards also have two mults, which I assume is debuff against enemy, and buff to me? But which is which? And do these only last for one encounter, or stack over turns?"
-Most people understandably got confused by that. The two stats mean its a range that the character can roll during the outcome phase, while the buffs/debuffs also roll in that range.  The most confusing part is that the buffs only apply to cards that are left of them, and if there are two buff slots in one event, it means that one is for the enemies and the other for your allies. its very hard to understand and i need to fix that, thanks for clarifying your confusion and stating your experience.

>"All my guys are dead now, and I only just realize that I can place location cards into some of the event card slots to do more actions."
I think youre one of the few who found that out. Your commitment to trying the game out is impressive and im thankful for that. I will add to their descriptions that you can do that and highlight events if any of their sibling events is able to slot them.

>"When I do the LURE THEM quest to purchase followers, for some reason the event card is staying up despite not having a location card or otherwise on it."
-I didnt know that would happen. i either forgot to link something or the game crashed maybe. Ill have to look into that. Thank you :>

>"I feel exhausted trying to understand wtf is happening."
-I apologize for the experience you had. Thank you for playing it though and writing down your feedback, ill use it feedback to try and make the game more understandable and easier to navigate. Have a nice day.

(+1)

After cooling down a bit I wanted to say that even though I complained a good amount, I can see what you're going for with a pure discovery game. And due to that, suddenly jumping into that kind of game can be off putting if not in the right head space. Taking a couple attempts to really get it. Though, perhaps you could onboard with a simpler scenario to ease in gameplay elements.

 > explanation of stats

Okay that makes sense I guess. Typically ranges are shown as '3-6', and mult would be '.25x-1.3x', though I can understand why not as it makes the stat display wider. However, if you can't make it more obvious that is the range, then I don't know if that's a worthy trade off(for one who learns purely from playing). Another way to make it more obvious is actually displaying what is rolled somewhere, like the end turn event screen or above the event card area.

Also regarding drama cards only affecting the card to the left, you could add a graphic that binds those two cards together so it's more clear, or use arrows. Here's my artistic rendition of that, ie bookish style on left, arrow on right.


Developer(+1)

I really need to fix the ui in different resolutions, that header displacement is atrocious.

>"After cooling down a bit I wanted to say that even though I complained a good amount, I can see what you're going for with a pure discovery game."
Dont worry, it was fair feedback and as i stated im unsure if i even want to continue. Ill give it a bit more of a try but if i consider the total feedback from everybody i will most likely project hop to something simpler once more.

I  didnt do it because of it being too wide.. But nobody understood what i was going for, so i either have to explain it or just make it wider.  Showing the rolled result at the end was on the list.

The book and arrows are a bit hard to use, as in the case of the noble challenger the fifth emotion slot can actually affect the 3rd and 4th slot. I would most likely just use a line and maybe a colour indentation to visualize groups within an event. But thank you for the idea and feedback, its very helpful. 

Submitted(+1)

Gorgeous style! But it's very confusing right now especially as someone who's never played cultist simulator.

-Do you see any potential if id clean up the art and maybe worked a bit on the artstyle?

Just stick with what you have right now, 's good already. Improving on the art style will come as you keep working on the game

 -How does the general UI feel, any issues or annoyances you experienced? 

It's alright. The UI "feels" good, the controls are intuitive and I find the events being placed on the right side of the screen comfortable to read. The camera pan is only bound to the mouse wheel too, you might as well let players use the mouse clicks to drag the camera around.

 But like I said it's still a confusing game that I don't know how to play. It feels like you're talking to yourself right now instead of onboarding potential playtesters, so I think that's the area you should work on next.

-How clear are the event outcomes and your control over the results?

There's a lot of flavor text. The outcomes generally understandable, but I suggest giving each description (not just in the event outcomes) a brief "gamey" text on top of the flavor text that people can scan through. It's better for playtesters and repeat playthroughs

 -What do you think about the writing? 

Flowery writing to me is a struggle to read, I'm the wrong person to ask feedback on this. I will say I won't mind engaging with it as long as I know what's going on in the game, which I don't right now.

and nah, it's not a dead end. Keep working on it and we'll see.

Developer(+1)

>it's very confusing right now

everybody said that even those who havnt played cultist simulator.

>Gorgeous style!
I will change it ahaha, the project is from 2 years ago but now with your game i feel like i have to change it.

>you might as well let players use the mouse clicks to drag the camera around

I guess that makes sense as long as nothing is clicked, shouldve considered that sooner. Thank you.

>I suggest giving each description (not just in the event outcomes) a brief "gamey" text

Ill do that, ive been thinking to just but the gamey text first and when somebody shift clicks i can have some larp text behind it. With both i think the screen would be too cluttered.

>Flowery writing to me is a struggle to read

Most people i gave it too say the same. i think its just badly written ahaha. If i continue with the project ill cut that down.

Thank you for the feedback, sorry for the inconvenience the game ended up being ahaha.

Submitted(+1)

I tried it a bit and found it very confusing, but nonetheless very pretty too.

- I don't think it is a dead end, but you seemed to have focused on making it very juiced and artful, before establishing a clean and understandable gameplay loop (at least in my short playthrough I was very confused). I think it can be salvaged and made great, the concept of assigning characters to trigger events in the city is good. the visuals of how these events happen are phenomenal imo.
- I have no idea what's going on, a tutorial or a low complexity start would do wonders here (one or two characters, one or two locations, maybe an item, a simple starting narrative)
- The art is good, but probably could be a bit more readable. Everything seems a bit hectic now, that could be a good thing probably, if I understood the underlying logic first.

I'm not experienced with this kind of games, so please take what I say with a grain of salt.
Good luck!

Developer(+1)

Thank you for giving it a try and for the feedback :>. It being confusing was also a feedback from the stream ahaha. Not sure yet if i want to continue it, but if i do id have to ease the player more into whats going on and structure the game better. There are several features i havnt implemented yet. Which includes the lose and win condition.
The readability is quiet bad tbh, especially after i changed the placeholder events, they sort of just merge into the background.

Developer (1 edit)

This project barely has any content so far (5-10 minutes max). I mostly submitted for a few reasons and questions id like to get resolved before continuing with the project. In most events that dont have an outcome yet i wrote the lack of outcomes in the event description beneath the sockets. 

-Do you see any potential if id clean up the art and maybe worked a bit on the artstyle?

 -How does the general UI feel, any issues or annoyances you experienced? 

-How clear are the event outcomes and your control over the results?

 -What do you think about the writing? 

A few things that might be confusing: If cards are locked in sockets and you havnt placed them there, it means that their values fight against yours.

 Emotion cards manipulate values through multiplication so far, the range is stated in the tooltip. They effect the group to their left. 

During the outcome phase when you press next turn you have to left click when you want to progress. 

When you press the button left to the next turn button it speeds up the game and doesnt ask for your feedback. 

Please be honest, if you think this is a dead end and im being told so by enough people i dont mind project hopping to something else. If you dont want to publicly write your feedback, heres a form for your convenience :> https://tally.so/r/0Q5QDy I will also look up Stylite in the Archives, bant and vg thread the coming days if you dont feel like posting your feedback in the forms. 

If you do end up playing it id appreciate any feedback. Thanks for reading :>