[FEEDBACK] Beta impressions after a long break from Elemental
Played some FE and it was kind of.. fun. Here's some first impressions.
The overall presentation of FE could be improved. Right off the starting screen, the lullaby'ish music tried to put me to sleep. It certainly was not conveying the feeling of defiantly entering a devastated world with dangers lurking behind every corner to rebuild an empire from ashes. Music could be stronger with feelings of danger, mystery and defiance. Setting the mood just right is very important - it's the first thing to stir that excitement that makes you want to play. Sound effects seemed a bit underwhelming too.
Sovereign creation. Factions still seem a bit bland with obscure names and being all human apparently. Perhaps personal preference, but I don't like the black and white approach with Kingdom/Empire - Life/Death. Life+Death would actually be a very interesting combination as well and the good/evil factions don't really make sense with a free for all kind of approach. I would also remove the race choice for Sovereigns - they shouldn't necessarily have to be of the same race as their kingdom, or any distinct race for that matter. And it would be cool if the image of the Sovereign would appear in the magic portal background instead of a bland box covering this visual gem. Buttons and info to the sides?
The user interface with 1920x1080 makes most buttons and icons way too small. Overall the UI could be more clear, simpler, bigger. Juggling equipment between Sovereign and champions was clumsy and I had difficulties even keeping my party together - sometimes only one unit would attack when I thought I was moving a group. Having several units leave the city as a unit required shift-clicking all of the tiny icons.. what happened to things like drag to select or simply select all?
City building could also use some kill your darlings kind of love. There's just too much +1/+2 nonsense to build. When I build something, I want to be able to train new units or see clear improvements. Clicking on new buildings seemed more like a chore. I didn't feel like I was making conscious choices to build something but just chain building everything that was available. There didn't seem to be any kind of cost attached.. just the choice of building order. Cities take too much space on the map after building several buildings. We don't really need to see every individual building, do we? It's not like you zoom in to look.. the cities just need to look good.
Exploring and fighting was fun. So much more fun than city building in fact that I spent all time running around with my Sovereign's party of Champions and Summons and completely neglected to train any units or pay attention to my city aside from queuing up all the buildings, mostly in whatever order. There were no cool units to be trained for a very very long time.
Magic. Felt really random especially if you wanted to play a full magic oriented Sovereign. You might get more random spells as a level up perk, or you might not. No choice which path to research. Some spells come as level up perks, but you have a random selection of books in research as well. I just didn't get into it. In MoM it's so much fun choosing what spell to research next and magic is the center of the game.. that should be the goal here as well. Magic was one third of research, and spells were bundled up in that tree along with some pre-generated magic trinkets and buildings. Spell research should be vastly more important and exciting. There's a very engineer style approach to the whole magic aspect that doesn't feel magical.
Pacing. The start feels really slow. There's nothing fun to do except adventure with the Sovereign. In game terms it takes decades to build anything or get anywhere and it's a bit silly. There should be cool units to train and interesting choices to make right from the get go.
Suggestion: make turns last a month instead of a season (design a cool Elemental calendar if there isn't one) and raise the movement rates of most units so the concept of time makes more sense. Moving 2 squares in three months feels like a joke considering the scope of the map. Speed up building times but make building improvements cost something to introduce some resource management.
Overall I'm quite excited and hope this game continues to improve like it has been!