themocaw

themocaw

Joined Member # 2841532
0 Posts 7 Replies 822 Reputation

Just a few things I found unintuitive or confusing, and suggestions to improve. 1. Trading items: Move the "trade items" button to the equipment screen. It's more intuitive to go from there than from the unit actions screen. 2. Resource building: If building on resources uses the city's queue, it should be choose-able from the main improvements menu. If it is done parallel to the main city queue, there should be a countdown indicator showing turns left until com

0 Replies 2,246 Views

It was already mentioned, but Mirror's Edge comes to mind as a FP game that tried to do something different with the genre, and didn't exactly succeed: fantastically fun game, first person parkour is a blast, and the "runner vision" system meant that you were rarely, if ever, stuck on what to do next, but it was a little "too" innovative. A lot of people apparently had trouble with the fact that you couldn't tell exactly where your feet were, and the infamous "roll landing" caused a lot of he

64 Replies 175,603 Views

And finally, three months after I wrote the last portion of this story, one last revisiting of the concept, and an explanation of why I wrote this. Earlier in the thread, someone asked whether this was based on an actual game. It was: I was the Krynn. With one week until "Beyond Mortality" completed, I decided that now might be a great time to gloat about how I was about to, you know, transcend the mortal realm and become something greater. So I gave away my tech to all m

124 Replies 415,954 Views

Try this. 1. Train guards in a city. 2. Move your Sovereign into that city. 3. End the turn. 4. Move the Sovereign out of the city by clicking the little "up" arrow on their portrait. 5. Move the Guards out of the city by clicking the little "up" arrow on their portrait. 6. Sometimes the portrait will not disappear and the guard will not appear on the cloth map, then if you click away from the city and back onto it, the portrait will no longer b

1 Replies 3,197 Views

Bug occured again, this time with a twist. What happened: I played a game, died to a giant spider, and started a new skirmish game. This time, the game started my sovereign in the middle of the ocean, and turned him into the spider that killed him. I have to say, I'm really impressed with the fortitude and determination of these guys. Even being eaten by spiders isn't enough to stop them from bringing life back to the dead world: they're gonna do it from inside the belly of a

8 Replies 37,504 Views

[quote who="cephalo" reply="3" id="2377250"]These guys read the EULA. HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA. [/quote] Some day a game designer is going to put the words "User agrees to buy the developer of THE GAME bagels if asked," and the players will go WHAAAA?

10 Replies 1,522 Views

[quote who="Shirley" reply="14" id="2375837"]I agree. Or at least have the option to throw something like /8bitintro into a shortcut to run using it as the intro instead. [/quote] Please, this, for the love of god and all that is holy. :)

43 Replies 144,064 Views

[quote]I actually never liked that. When I load a game I just want to see the map, because I never know what's the first thing I'll want to check - it could be research, it could be finances, could be a particular city, or even nothing at all.[/quote] I didn't mind it, although I usually clicked through after glancing and noting, "okay, so this is what I was working on last time." The idea for a more unobtrusive option might work better: even something as simple as red text that says,

18 Replies 61,715 Views

Put it this way: if all the rough parts are ironed out, I could see myself playing on only the cloth map and still really enjoying this game (although I wouldn't pay fifty bucks for it, it would make a nice twenty dollar indie game ;) ) Given that was Frogboy's explicit goal, I think the developers are doing okay.

37 Replies 7,431 Views

Center Mouse button will allow you to rotate the map. I think the while "misclick" thing can be solved pretty easily: make the tip of the quill pen a different color than the rest, or put a little "sparkly" or "shiny" on it. Then the player's eye will be drawn to that part of the cursor and they'll know "Ah, here's the part that does stuff".

8 Replies 6,681 Views

Personally I think that the buildings shouldn't be limited to 2x2 squares, but if we have to use the 2x2 squares, one idea might be to list it as: "XX Plots unused" (claimed squares where there are no buildings) and "XX Tiles available" (how many more 2x2 Tiles the city can expand out into).

2 Replies 18,276 Views

[quote who="Annatar11" reply="1" id="2376781"]There are some buildings that take up an entire plot (tile), so that's probably why the mechanics work as they do currently. [/quote] I think even those would be more intuitive as listed as "4 tiles" instead of "1 square," but that's just me. Possibly, if the whole square vs. tile thing were more explicit when placing your first building, it might not even be an issue.

3 Replies 4,996 Views

I think that someone else has also talked about this, but I'd like to start a new thread re: a change to the city building mechanics. One of the things that was very unintuitive for me planning my city was the difference between a tile and a square: a tile, defined as a 1-space building, must be placed in a square formation made up of 2x2 tiles. When I didn't understand this in the beginning, I thought that I could only place two inns when starting a town, which confused me when I cou

3 Replies 4,996 Views