Feedback After a Bunch of Games
First - Great game. For early access I think you guys did a great job in putting out a product that is fairly polished for EA.
Where I am coming from: I played a lot of games (30? 40?) almost entirely single player. MP doesn't appeal as much as I like pausing the game quite a bit - though I'm sure I will eventually get into it. I played almost exclusively Expansionist and Scavenger. I haven't gone above Manager level (for the concern listed below). I'm a huge Tabletop gamer by the way.
Quick fixes (you already have planned probably):
- The game needs tooltips (the more detailed the better) and a proper help docs. 4 tutorials seem overkill - I'd rather just have one that is more detailed. I had to learn a lot of the important stuff from the forums. Tooltips tooltips tooltips!!!
- Campaign needs more instructions and explanations about what I'm doing. It is cool - once I figured it out!
I'd suggest making the campaign go on another challenge or two. Include more challenges in the Campaign than just the common 1vs1. More 3-4 player large games. - There needs to be an explanation on how the start of the game works (exploring).
- {bug} If you get two of the same perks/rewards from two different campaign scenarios they do not show properly on the campaign screen (but they do work correctly in the actual game).
- UI needs work. I'm sure you are tweaking this though and there are already a lot of good posts on the forum about it.
Main Concerns:
- I think debt should have a more negative effect - especially when it gets very large (50-100k+). Right now unless it's an unusual circumstance I really don't care what my debt is as long as I'm using the gains from that debt to increase my stock price in other ways (growing). MP might make me change my tune but right now I doubt it. The game seems to be focused on "how fast can I grow" rather than examining the market and determining if it is even wise to incur the debt to grow. It's a no-brainer I'm going to expand as fast as possible all the time (within reason). I've seen solutions on the forum like the ability to buy others debt - something like that would make the game more interesting. A simple fix might be to have a variable interest rate that is adjusted as more debt is acquired both by other players and yourself. Right now the implementation of debt is the biggest flaw in the game so far IMHO.
- In Single Player when I increase the difficulty the AI doesn't really seem to play much better - it's just much more likely they will target me for everything black market-wise (even if, on the surface, I'm not the biggest threat). This is kinda lame... I don't want to be picked on cause I'm human!!
- Underground Nuke - this is either really bad or really good depending on the map. in a low/rare resource map it's completely devastating. It doesn't scale well. I'm not a fan
. If you keep it I would suggest another BM operation to add a resource level to a claim (though I would make the starting price much higher than the normal BM Op). - As a general rule the Claim is way under-priced in the market. It's a no-brainer to usually get that first if you can. I'm not sure how to fix that but it does seem weird from a balance perspective.
Suggestions:
- I'd love a "liquidate all" button with a click through confirmation which would liquidate (either slowly or all at once) everything I have to the local market. Ideally this button would have a $ amount to tell me what I'm going to get out of this. This would be especially handy at the end of the game when I'm trying to figure out if I can buy out the last player. It's just straight up math at that point. It could also be used to devastate the local market depending on your stockpiles.
- By and sell claims. It would be great to be able to advertise a fixed price fee to sell a claim (and maybe the building with it). Just a little notification that pops in the corner that says something like "Player X is selling a 2water water-pump claim for $15k" with a hyperlink to the location. Or make a market for Claims that is entirely player-driven (i.e. only the claims players decide to sell go to the market).
- Off-World Trading Company is a reasonable way to finish the end game - however it would be great if there were alternates. Something else you could build to either generate tons of cash or win other ways.
- The end game can often drag out with enough players even though it's obvious who is going to win. I think there should be point in which the game starts a timer and awards a winner based on value of stock+liquidated commodities.
- Someone suggested an option to put in "pauses" in the game for players to review where they stand. I like this - I'd be more open to MP if I knew I would get a breather at some point - especially in the mid-late game.
- Put in a button next to the buy stock button to buy out the entire company (all shares) with a dollar amount in Single Player.
- MP Campaigns.
