People need to watch this video before diving into 2.0, because some of the subtle changes aren’t as obvious when you just dive in like I did. Im gonna be straight, im not sure as a god why I have to collect belief manually from roof tops ? the reasoning for that – still alludes me ? belief is an ephemeral thing it is surely as a god, transmitted to me automatically by a hidden instantaneous medium ? I should not need to manually collect it from roof tops, this is a step back from populous and populous II in this respect ? or why followers cant build steps up or down from places slowly by themselves ? I don’t like the idea that I destroy trees and rocks and followers get no benefit from that resource ? if they utilised it themselves they would ? build wood huts stone houses ? the sticker / card album isn’t my preference nor the number of screens that popup or animations over the top of the world and its gameplay, diverting me from that activity, telling me about every seemingly minor achievement, and allot of the interface elements still seem to be a standardised scale as though they’re being built for handheld devices mainly, maybe a preference to halve or double the timeline cards in size ? or scale interface size or completely alter it etc which is say auto set at start depending on what platform the game is being run on. Also I would prefer the limitation on my GOD powers to be limited by only one thing > belief ? as belief increases every Power increases automatically, so that gameplay isn’t artificially eked / teased out by me having to find endless stickers or cards in chests to be able to do anything, make civilisational advances the things > that are discovered. I don’t really enjoy endless collecting games ? finding felt in underwater chests in the sea seemed to make no sense to me in the last version presumably that is now gone ? also with the new stickers No one cant tell the logic of which sticker applies to which card ? better to just auto apply such stickers ? Does the player get pleasure from applying them ? In truth – if you had just started making godus by building populous II in this new 3D engine and then developing adding / altering the game better from there – adding civilisational and settlers / dust elements, I think things would be allot further along by now, standing on the shoulder of giants provides a better view to further the genre with, this total rein-visioning is going to take longer to get right, But I’m still believing that your believing that your whole ambition is to further the god genre, just make populousII and godus slug it out for playability, because that is the high watermark. When you finish a game of godus multiplayer against a friend can you tell the consequential story of the game you just had ? where the tipping point was as you could with populousII ? Also Land expansion totems make no sense – population expansion should auto extend sphere of influence automatically into uncharted territory. Humour ? make the people vary in height weight and size – make it humorous – humour is lacking – the fur-ball cat-fights of populous the electrified skeletons, the bubbling swamps – the barbarian isolated tribes of civ, abandoned libraries containing ancient knowledge ? god games are rarely ever zen like ? its all about a struggle for power ?
Godus beta 2.0 feedback
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