Feedback after my first playthrough

You said to keep it short, so I will try to compress everything I noticed into the following list, but before that I just wanted to say that I really enjoyed playing your game and can’t wait to see what it will become.

For reference, I played about 25-30h, reached population ~500 on the map size large in idyllic valley on trailblaizer difficulty without pacifist mode

Now to my feedback:

  • Pacifist Mode: It would be great if Raiders and wild animals could be enabled/disabled separately
  • The starting cart could need a use or should at least be salvageable (it kinda bugged me that the cart just “stood there” next to my towncenter)
  • The indicators on fields for fertility, weed level and rockines (the small up or down arrows) are realy confusing. I still don’t 100% know what they are indicating ot what their color coding wants to tell me
  • The ressource icons are a bit confusing when starting the game for the first time, since there are so many, but some are cleary more important than others (eg. clay vs random greens) and it makes it really hard to find specific ressources. Some ideas to solve this could be: larger sizes for more important ressources (clay, iron, coal, etc) or a filter for what you want to see (eg. only wildlife, mineable, forageable ressources)
  • Why is there a notification when my villagers scared an animal (like a boar) away? It looks like I am about to be eaten by a wolf but in reality I am perfectly fine. And since I spawned near a boar spot, I constantly got this notification when someone was walking near a boar, because the boar attacked but instantly fled when attacked back
  • (And while on the topic of that boar spot) Why do boars (or maybe wildlife in generall? I didn’t noticed that) infinitly respawn on their spot, even if it is inside city walls and near buildings? Shouldn’t it be possible to hunt them extinct there if I want to expand to their spot? (Especially annoying with semi-hostile animals like boars)
  • Road placement (especially when building a grid structure for your houses) can be a bit annoying, because the game seems to have a problem with roads ending next to other road ends and wants to connect them, which is a bit irritating when comming from other city-builders, where every road is treated as an individual tile
  • While I really love the upgrade system (and the autoupgrade option for houses) it annoyes me that you cannot upgrade houses manually, especially because it seems so intuitive, to disable autoupgrades and then manually upgrade houses, just like production buildings
  • I would love to be able to micromanage my villagers to save unconcious people and not have them all walk over them
  • The warning for empty mines should not be repeated (unless maybe there are still people assigned to working there), sometimes it’s just more convenient for me to leave an empty mine standing and in this case I don’t want to be reminded that there is still an empty mine left.
  • In addition to that, a warning that a mine is near depletion would be very helpfull, so I can plan a replacement while the original mine is still working
  • I feel like the wagon workshop description/GUI could use a little more detail. I kinda expected the building to produce wagons and be able to assign them to routes or workstations and not a house that stores wagon and driver until needed
  • I understand the need for a minimal size when creating fields, but why do I need a minimal size when extending an existing field?
  • It would be great to manually place/form grazing areas (like fields), to fit them into custom layouts
  • Iron would make a great addition to the ressource overview at the top of the screen

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