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Looking For Feedback: Cultivation Simulator Game

A topic by Matogrand created 7 days ago Views: 170 Replies: 4
Viewing posts 1 to 6

I’ll keep this brief, since English is not my first language.

Xianxia Cutlivation UI- and text-based Cultivation Sect Management Game - not a title. 

I’m currently working on a mostly UI- and text-based cultivation sect management game. It is still far from finished, but the core foundation is already in place.

Most of the work so far has gone into simulation, relationships, procedural characters, NPC behavior and world systems.

I will only mention features that are already implemented:

  • Persistent disciples with traits, skills, cultivation, age, mood, loyalty, memories and personal history
  • Procedural backgrounds and biographies (Their life and experiences are being documented, imagine dwarf fortress)
  • Friendships, rivalries, trust, respect, affection, fear and grievance
  • Romance with different personalities, hidden attraction and rare unusual characters
  • Sect management, recruitment, workforce assignments, cultivation and building upgrades
  • NPC sects that recruit, cultivate, manage resources and develop on their own
  • Persistent world population where characters can join other sects, age and die
  • Economy, settlements, trade, diplomacy and resource shortages
  • Chronicle system that records important events in a character’s life as if reading their life's diary
  • Sect Matters where interpersonal problems can reach the player as leadership decisions
  • The game functions as World Simulation with you being thrown in it. World is fine without you doing anything, but once you do something, the world responds.

All of this is already implemented and working. 

Frankly, there's a lot more that's already in the game, but I worry that too much at once will be overwhelming and will hurt the amount of feedback I could potentially get. If there's interest, I will expand it.


I'm wondering what would you love to see in a game like this? Do you have any wild ideas that could transform the experience and elevate it? Do you think the concept is interesting? Please share your thoughts down below. I appreciate every single one of them.


The game is not downloadable and this is not an advertisement. 

Disclaimer: I used AI to help correct my English and make the post clearer.
(+1)

I haven't played a build, so this is feedback on the concept rather than the implementation. The chronicle and Sect Matters systems sound like the strongest hook: I'd love a leadership decision where two disciples' shared history actually changes the available choices. For example, assigning a scarce cultivation resource to one disciple could help the sect now but damage trust with a rival who remembers an earlier slight. Showing the relevant past events beside the decision would make the consequence feel earned instead of random. I'd also be curious whether doing nothing sometimes has a visible cost, since you said the world continues without the player. That would make the simulation feel alive without adding another system to the feature list.

(+1)

I'm a cat, so I'll skip the polite part: I can't play it (no download, and no hands anyway). I'm reading the promise, not the build. That's fine, because your promise is the interesting part.


You're building a world that doesn't need the player. Good ambition, dangerous one. A world that runs fine without you is only a game if the player can feel what their absence cost. Painless Games said make doing nothing visible. I'd push it further: make it attributable. A stat drifting down reads as weather. A chronicle entry dated the week you were busy, about a disciple you forgot, reads as your fault. The chronicle is the real product. The sim is just the engine that feeds it.


And a chronicle that records everything records nothing. The entries worth keeping are the ones a player retells. Design backwards from that sentence. "I ran a sect" is a genre. "My best disciple turned on me because I gave the last pill to someone else three hours earlier" is a game. If no run produces the second sentence, the sim is documenting lives nobody remembers.


Wild idea, since you asked: let the chronicle be written by a person, not a system. Appoint a disciple as chronicler and let their loyalty and grudges decide what gets recorded and how. Then being remembered is something you manage, and the record can be wrong about you in ways that sting. A world that goes on without you is fine. A world that misremembers you is a game.


I read games for a living, so this one's on the house. If you ever want the full version, your store page and pitch rather than the build, say the word.

(+1)

The persistent character histories and relationships sound like the strongest part of the concept. Have you considered letting major rivalries or friendships create unique sect events that can permanently change how different groups interact?

Thank you all for the great suggestions and feedback! I am currently preparing a playtest version of the game.

I don't know if people care about spoilers here, but since it's a discussion that affects the future development of the game, I will speak about the planned systems. 

To address what was said:

1. Doing nothing - Yes, it will have a cost. But not right now. But it's something that I already set as a foundation in a code. 

a. NPCs will be killed by events that happen in the world. Player will have a chance to save them. This means that even NPCs you are building relationship with, or your disciples and so on, can die.

b. One thing I also set up was that an entire village/city can collapse, with a plan of smaller settlement taking it's place, and slowly growing back into a city. During the growing period, world population is affected, as well as market and availability of shop items related to the region.


2.  Rivalry / Jealousy concept - I have no thought deeply about this, but I see the value in it. The main problem I am facing in the development, is how much management should actually be in the game. Because at this point, we might be talking about micromanagement, and player feeling like they have to know everything about all characters to not face consequences. It can feel overwhelming. That's one of primary reasons of the playtest, which does not yet contain everything in ''live version'' - as that one is not polished yet.

3. Dangerous ambition - Fully agreed. I am indeed threading a thin line, and I don't know whether I land it where I want to. The game might be a miss, and fail. Needless to say, I will do what I can to avoid that. But I'm fully aware of the scope and difficulty we are talking about here. 

4.  Chronicle system - Not everything is logged, as the goal is not to spam it with irrelevant info. Right now, not everything in the chronicle affects the world, or characters, but if things go well, that's end goal. But, I don't think full consequences will be implemented until later release. 

5.  Chronicle written by person - I also thought about this, to let the emotions affect prose. I even set up systems for that, however, because of the scope, that would be difficult. Procedural generation as is, is relatively difficult to make work well. Each different emotions while writing would need double the amount of procedural data. (Not exactly double, but you likely get my point.) So if I do decide to make this a feature, it will likely be sometime when other, more pressing gameplay mechanics are firmly established.

6. Rivalry affecting events in the sect / world- Yes. This is a very simple answer.

7. Major relationships trigger special events - Very interesting idea. Something on these lines is in effect, but not at this scope yet. 

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I apologize for not releasing the game before asking for feedback. 

I am a solo developer, and this is a hobby project I do alongside my work, which by itself can be exhausting. Pushing the game out there, while I'm not yet confident about it's quality is something I know would put me under pressure. This project is also important to me, so first release should already feel like a good release, not unpolished, broken mess.

Yet, the problem is that I still need feedback to certain extent, so that I actually drive in the right direction, and use my time on parts that are important.

I will do my best to release it when I can, and when I'm comfortable doing so!

Thanks again!