Jon Shafer's At the Gates

Jon Shafer's At the Gates

Skydance 1 Feb, 2019 @ 6:49pm
Feedback
First of all, kudos on some interesting mechanics. I've got 36 hours in the game, and will probably play more.

I've done a lot of game starts, learning how best to get my economy going. The difference between Stone and Wood Buildings is a nice dynamic, and I think it's tuned well. Storing Food as Turns takes a little getting used to, and I agree that buying "turns" of Food from the Caravan for 3 coins each ... I agree that it makes Food irrelevant. Once you have 60 turns of Food, you're never in danger of running out. However, I also think this can set the game into phases: early game is establishing Food security and choosing a Kingdom location, mid game is growing the population and economy, and end game is creating the military units to Win. I wouldn't change the Caravan Food except to make food show up in batches of 5, instead of batches of 30. Or increase the price.

I won't comment on bugs, because that's done to death elsewhere.

What I really want to discuss is the end game. Once you have 20+ people, you aren't in any danger of losing ... it's just a slow, tedious slog to the finish line. Researching the tech is part of it, but that isn't slow enough to get boring, and the new techs still feel like progress. The part that gets deadly BORING (for me) is training ... one ... bloody ... turn ... at ... a ... time. I've got 34 people right now, and 8 of them don't even have a Discipline! I need 3 turns to train one of them up to Discipline 5, then I can Ennoble them and spend a 4th turn training them in whatever Profession I want them to have. It just drags on and on and on.

I think the end game would be SO much less tedious if I could train as many people as I wanted per turn. It still takes resources to train someone (either parchment for Disciplines, or tools/bricks for Professions), so this simple change would turn the end-game from "one training per turn" as a limitation (which feels horrible) back into an economy-based limit (which seems natural, and allows decision-making to affect it). There's simply no decision I can make to speed up the current end-game. Give me back some control, and let me feel like I'm a "superior player" as I work through issues and solve them.

Great game concept. Don't listen to the haters. Clean up the bugs, fix the tedious end game, and this will be a real gem!
Last edited by Skydance; 1 Feb, 2019 @ 6:55pm