7.0 hours played
Written 17 days ago
Hey! So, a lot of thoughts on this one.
I'll start off by saying that this is a positive review, and I'm leaving it because you really have really stumbled upon something utterly novel, unique, and heretofore unidentified in the market. Your creative vision here is delivered clearly. Aesthetically and in terms of game-feel: this is an absolute treat.
Deck rotation and the "objective":
I will not lie, though. Game design-wise, there is much that I feel could use some more iteration or experimentation. In other words: it feels like there are still a few avenues still unexplored and some left, in the present state, a bit rough around the edges. The following will detail some of my observations and experiences, I hope some of which are useful or constructive to a fellow designer :^)
First, let's talk about your hand. Deck rotation is utterly minimal. Each turn sees your hand, typically, increase in size with very few regular opportunities for discarding or flushing out your hand to get a new one (referred to in game as your "plan" or a "change of plans"). The narrative implication here seems to be that you, the mayor, are regularly coming up with new ideas and putting those on the burner, so to speak, so that at some point they might be implemented. But, in contrast with a regular deck-builder's regular per-turn discard and, in fact, with the experiential aspect of in-fact Being the one planning your decisions in your own head, the effect of having this bulky, burdenous deck with minimal opportunities for flushing it (and, in the case of the mayor button, costly) decreases the possibility space for our decisions in the long term by making us think less about our deck as a machine and more as a checklist of tasks we "have" to complete or somehow get rid of strategically.
This, I think, is the game's biggest flaw. If the hand represented moreso "what the mayor is more likely to do" based on how they've built their deck over time (eg, I wanted to focus more on tourism rather than education so i can build a tourism-centric deck that then reflects in the cards I end up playing more often), I think the player would feel and gain more agency over time with how they chose to build their deck meaningfully.
Like, instead of having to "get rid of all these cards" to arbitrarily increase the play-space while balancing resources and trying to level up the star-number of our city (also arbitrary, but fine) as our dominant "objective", what if the dominant objective is building the city you want to build In Spite of all the obstacles or challenges you're trying to overcome while doing so? Such a paradigm, supported by more regular deck rotation, would, I think, HEAVILY benefit this game in any future iterations / sequels / what have you.
Quest system:
Yes yes yes yes YES! This really impressed me. Quests being a persistent card stuck with you that you have to deal with or else face the negative consequences of? Brilliant!
There are just, again, some things that aren't quite working for me here. First of all: does this card need to be in your hand? Moreover, does it need to be a card? With the present objective being "get rid of all the cards in your hand", yes, I think it works. In the universe where this game has more regular deck flushing, though, you could do something fun where the next time you see this card or it comes up after a shuffle, you're required to play it. That could cause some actual anxiety, ludo-narratively something stuck in the "back of the mayor's mind" that they need to deal with...
Alright, secondly, simply: I am not a fan of the Lock this causes on the "3-strikes and you're out" alarm system. It just seems to me like having its negative consequence be something tied to gameplay directly (e.g., -10 to a random resource or destroy a section of town in an environmental disaster) could be way more interesting and mechanically engaging for the player. They could strategically let some quests die and quickly try and fix others!
Additionally- I'm not sold on why players should get to choose what quest card they take on. It feels like these are burdens given to you by the city's counsel or just planners making decisions you have to carry out procedurally. So... shouldn't they just- be given to you at level up? There could even be some fun flavor text when this happens. Idk, just feels like there could be something There.
UI, QOL, and gamefeel stuff:
There is presently no indication of how big your hand can be that is readily apparent in the UI. Because of this, sometimes cards are discarded automatically from your deck to discard without you really recognizing that this was going to happen. Just feels bad to have a card you were waiting on be unplayable for the next 20 or so rounds simply because we didn't know we were at the limit (which, the limit seems flexible too depending on how many quest cards are in your hand? though I'm uncertain).
Additionally, and some people have already pointed this out, an undo button for actions carried out On your turn seems almost necessary. Assuming this is a strategy game, there should be multiple ways to play your hand (and in your game by god are there many haha), some that we might not even notice or make full use of until we've shopped around at what might be the best option. Dominion desktop has this, it doesn't detract from the game at all. And you're not making a multiplayer game so you really don't have to worry about people having decision paralysis increasing downtime (not that it necessarily would intensify that paralysis since, as is, there are but so many things you can do in a turn unless your hand becomes ginormous). So yes: undo would be great.
As a last note: I couldn't really see what level mayor exactly I was after the stars were gone. Maybe I'm just blind but it was not clear in the UI. Would be cool if that was bigger so I could see exactly how I'm scaling with time as the player!
Anyways: those are my game design notes. Great job on a really fun game and I'm excited to see where you go with it or any future projects.
Thanks!