Unless I’m missing something, playable is a slight exaggeration, unless you mean combat which is hard since there are no visible fierce neighbors.
Here’s the short list, from the first half hour. Lots of good framework here, but not really playable in my opinion.
intro page - roughly in the order I actually played it.
on login: choose sex / alliance
umm. where’s the button to go forward from there? select? which due to the positioning of the button with the ‘choose your own alliance’
makes one feel unsure of what exactly one is selecting when ready to go with default.
Jobs List is non-alphabetical.
Homebase needs to be marked on minimap.
Sell List, again in seemingly arbitrary order? At least I can make some money off the starting resources.
Ok I see they are in category/alphabetical order. Then they should be treed or colored, maybe.
Logic of having to go to Map to -> Manage is questionable. Found myself clicking all the bottom left tabs
to find the ‘Manage’ area, to try to setup the jobs again. I understand this is town by town basis,
but still. if It was a tab bottom left, it would go to selected town.
Consumed/produced gives no clues as to what the numbers on the graph line correlate to.
The hardest is this problem of not finding my ‘citizens’. Why are they all occupied Hunting?
Manage-> after pressing save changes it seemed to forget everything instead of saving: the Management page’s
percent division of labor went back to 100% hunting, because idle 0 ? if this is because everybody’s busy,
how to change that? I feel I can’t do anything to start off with.
try to put 30% to grow grain, nothing happens. Maybe if I wait 15 minutes it will be ‘set’?
But save changes tab just zeroes it. Not Nice.
Abandon Town. Since it’s an option, let’s see if I need to do that to send my hunters forth into the world?
Nope. Not allowed to do so. Why give me this button then at this point?
Ok, let’s conscript some of these suckers. Get a hex a screen.
Then a new screen. Hmm, is this where I can allocate my 10 chosen peasants to do work?
Aha, but I can’t just free them up so I could do with percentages? Fair enough.
Yep, I now have 10 peasants on a hex. Not sure if they’re warriors or grain farmers though.
I can march them though. Ok. Now I go back to conscript, and start looking at the numbers closer.
What the hell does it mean? is this the expense of creating the peasant troop? Guess so- nice thing these hunters have amassed such a fortune for me to use freely.
And one unit of anything will buy me one peasant?
For a moment I thought I was making jobs. Hmmm. Okay, move them, then see if I can move the first troop.
Second troop, nope, nothing happens, guess the turn clock isn’t turned yet. Ah, there it is, top right, and it just happened
to tick over now.
Okay, try to click something, map is stuck. Yellow hex on peasant, new clicks update Left Panel but not selection gfx.
How about just laying it right out: what can I really do in this version of the game.
And yes, do make the tutorial, it will be very useful for new players and will also force you to examine the
functionality as you make it.
final piece, the map with this design of radiating spikes is looking very unnatural.
If it has a gameplay design to it, fair enough but then one must still blend it into something that looks more pleasing to the eye.
Still you guys have done a fair bit of work to get this far, if you want alpha players this early you have to give more feeling of control.
Some franks are making Hours of War named strategy game, same concept pretty much just troop movement focus, no management.
Still they struggle with exactly these same problems of how to give a player feedback on slowly updating systems. ( the 15 minute update I think they were also
using, or maybe 5 now. anyway. )