My first impressions
I just had a go playing through the tutorials, thought I'd leave some feedback. (0.0.4281)
Why I was interested immediately in the game... it's a non-violent competitive strategy game. Sounds really fresh!
What I did was start up the game, play through the "upgrade HQ" tutorial, and then the "win expansive" tutorial. I played about 90 minutes so far, and succeeded both those tutorials (though I failed the expansive one multiple times). Here are my observations, most important first.
- The upgrade your HQ tutorial "helps" to get the aim of upgrading... but it also hid the "normal" victory conditions so...
- ...I had no idea how to win in the expansive mode tutorial (when I, on the 3rd attempt, noticed the "buyout" button, I won fairly fast)
- ...and that was odd. Things appeared in stalemate in both my previous games, when suddenly I was bought out. This felt unpleasant. If I'd known my primary aim was to prevent a buyout/attempt a buyout, I would have focused on that, but I still had no idea I was about to lose.
- ..and I'm not sure how my stock/buyout value is calculated. I'd love to have some idea where the numbers come from, though I understand the importance of hiding the gritty details. Vague things I'd like answered would be like "Is stockpiling a valuable resource increasing my stock?"
- Map randomization in tutorials is... tricky? On Expansive tutorial, I started on a world with barely any resources the first time. The second time I had a glut of aluminium. I'd tentatively suggest focusing the tutorials on the environment rather than the faction. For example "Tutorial 1: Rich in all resources", "Tutorial 2: dealing with extremely rare iron". The "faction" impact on game play is relatively minor in comparison.
- Something flashes up when starting.. like "these resources are valuable for export", but it fades too fast. Is it important?
- Why is the black market there in tutorials if it can't be used?
- The importance of the colony is unclear - is it worthwhile keeping food prices low? Why? Can I cripple an entertainment focused opponent by shrinking the colony? How do I know the size of the colony?
- Building "linking" seems a bit weak. I'd really like to see that developed - is there no benefit from building iron mines close to steel mills? Or IS there a fuel cost? I didn't notice it.
- Electricity might be overpowered. Either that, or it's "essential" - you can lack iron, you can lack carbon, but if you have no electricity you are doomed. This isn't made obvious anywhere, and it's the reason I lost Expansive Tutorial twice... Also, solar panels seem useless compared to wind and geothermal, though I've not played long enough to be sure.
- There seems to be no value to steel in the late game. Is this by design? If so, it's another thing a tutorial might want to touch on... the "right time" to sell up all your industry.
- AI seems a bit characterless. I'd like to know a bit about their drives... and feel like they are "people", rather than minimaxing bots. Also they react absurdly fast to you buying their stock!
Then some minor things I noticed
- It's tricky to work out what's yours and what is theirs (and I have full color vision too!)
- The resource icons on the map don't look the same as the icons in the UI
- The close button on the patent/engineering menus is tiny
- Scrapping something doesn't "sell" the claim. Is this by design? If so, can we somehow buy up claims without building things? (say if you want to monopolize carbon early on, but can't spare the steel).
- No stockpile on electricity, I think, is meant to simulate the "grid" system. Sell power in the day, buy it at night. But this concept is unclear, and I wasn't sure it was what I was MEANT to be doing.
These are all fairly small matters. I really liked the look and feel of the game, it ran extremely smoothly, it met my expectations, and I'd tentatively recommend the game to friends. Great work so far, and I'm very excited to see how things go on from here!