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Dungeons & Dynasties

Football Manager meets D&D: a guild-management sim that writes its own history. · By Bretticus82

Great Potential

A topic by Jazzafritsch created 32 days ago Views: 122 Replies: 2
Viewing posts 1 to 2

So far, the game has great potential, i was working on a similar style game but with more of a focus on fantasy setting accounting and book keeping vs a sports hybrid, so I love seeing the potential on display.

Few things to note or potential improvements

Obviously AI assistance was heavily used (I've used similar so can see where it comes through) Highly recommend getting in touch with someone familiar with UI/UX to update some of the UI and experiences, for instance being able to sort by moral in the roster so that you can quickly find low moral adventurers instead of manually clicking through them all, merge the calander tab into the dashboard (It has very little use as a seperate menu, maybe have it as an interactable on the dashboard that pops up a historical log) but having at least the next 30  days visible on the dashboard will cut down jumping between menus. as for UI, tool tips are great but like another post mentioned a lot of the text needs manual reworking so it doesnt come accross so strongly as AI written

Now some general Gameplay feedback.

So far loving most of it, one thing that should be noted, the scale is a bit lack luster, a starting roster size of 10 leaves you kinda bored managing the guild I think you would be better of scaling things up a fair bit say starting with potential 20, make the consequences of fatigue and stress stronger so your constantly forced to consider who to send who to leave to train and who to rest up, seperate resting and healing from training as a seperate faciltiy say the infirmary, gives you another gold sink late game to expand how many adventureres can recover at a time. would also be nice to have several honing facilities instead of the select stat system say you have general training facilities which are for train and mentor, then once they max potential they go into specific training facilities for honing have each facility hone a a set of stats, have a capacity etc. Also, I would rework the stats to follow the traditional TTRPG format (Strength, Charisma, Dexterity, Inteligence, Wisdom, Constitution) and then have the current stats be subsets that are trained and improved have the TTRPG stats be a fixed with maybe stat points you can assign when they gain veterency but very limited, that way potential becomes a function of the base of their base stats
I'd also like to see something similar to the juniour recruiting system from FIFA (Not sure what its actually called only ever saw a friend play it never played myself) it would be nice to recruit young adventurers who arent able to go into the dungeons and have the ability to shape them prior to setting a class on them. Would also be great to have more classes (Something I believe you'll add later on) as well as something closer to formations alongside the orders and current formations, for instance we can set a backline middle and frontline but we cant really organise how they're positioned (Think FIFA formations but click and drag to move them around for instance) another thing the dungeons could have bigger parties im still only a couple hours into my first playthrough havent even finished a year so im not sure if the scale goes up at all.

Great game, lots of potential

Developer

Thank you first of all for playing and secondly for taking the time to leave this feedback!

Will take all of your feedback on board and it is very much appreciated,
Some things we are aligned others things I'd rather have my own identity in the game then follow the traditional pathways but they are all appreciated nonetheless!

Would love some more feedback when you've played a bit more!
See you in the halls!

will definetly send more feedback once i've done a couple more runs, absolutly love the concept.
And definetly try to have your own identity with the game, its the best reason to make games afterall