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(1 edit) (+1)
  • Youtube Link / Twitch Link
  • Graphics : Really not my cuppa, the current graphical style I find makes it very difficult to kinda parse , readability can be kinda bad.
  • GUI : It's a unique issue in the fact that there's a significant amount of information at the hands of the player and yet be lacking or be unclear to cause confusion.
  • Performance : Flawless
  • Music / Sfx : 
    • Music : I think there's only one song for BGM? 
      • The victory fanfare is more of a suggestion.
    • SFX : A fair bit could be improved here, e.g. pawns chopping down trees
  • Gameplay :  Somewhere between a puzzle game, builder and management game.
  • Misc Issues :  Might've encountered some bugs but unknown.
  • Notes : 
    • The tutorial really kinda leaves a lot to be desired, it's not quite clear on certain things and leaves other things completely unexplained.
    • Do we ever get more than 3 pawns?
      • Can we ever choose different types of pawns or is it always the Artificer, Hunter and Pioneer?
      • Under the impression that the current way the game is, there's no choice or variation here.
    • So many things need material transported and yet if the map (random map gen?) doesn't have water where you might need it, you're potentially soft-locked. [Landlocked]
    •  It can be very unclear on what materials you might need to go forward, or where/how to obtain them.  [Like mana crystals , ruins?]
    • All pawns getting KOed doesn't result in a loss, unsure if intentional or if it's supposed to be a punishment , with the punishment being lost time.
    • "starvation" seems pretty inconsequential and can be largely ignored seemingly.
    • Seems to want to have roguelike mechanics , or even roguelite but if the latter, there's no meta upgrades, different characters to unlock, or buildings to keep permanently?
    • I might've been able to succeed in the last mission if I had taken the truck depot , but if the intent is to have the player take it on that last mission to get materials to the tower , then it's an avoidable soft-lock that should be fixed.
    • AFAIK there's no "priority" system, having your pawns do X and Y before Z when Z is immediately important can be a bit annoying.
    • It seems like you can kinda accidentally softlock yourself if you build over/destroy certain tiles.
    • Consumption/production graphs would be nice (how much are my dudes eating, how much wood is being used vs forest regrowth/harvesting?)
    • Forests being able to regrow should be mentioned, same if that's the case for other things, I built over the top of a few forests that I would've otherwise have kept.
  • Final Thoughts : There are many disparate game elements here and I'm not sure if they work together in it's current form. I spent much of the time I played the game rather confused on numerous things in and about the game. I went in expecting a hex based (not too dissimilar to something like combolands) city builder, but instead what I got was something that was more reminiscent of a game I played back in the late 00s where it was a puzzle game with a veneer of city building. Minding I was completely exhausted when I played this game and I forgot to get around to writing this until a couple days later.

Thanks for giving it a try and for the feedback!