Hello, Abbey Monks! I haven't played for quite a while and now I've finally had a chance to give the new updates a spin. I must say simply that the title says it all 
For the first time since the Early Access began I have genuinely enjoyed playing the game and haven't felt any sort of unpleasant or unfun pressure on my decision making. I've just finished the third island and I was super disappointed to see the game ends there for the time being. Previously I'd never advanced past the second, and always with a feeling of dread and plummeting interest. No longer!
The flow of the game feels much better now. The regular missions, repeatable missions and islands are a solid structure for the game. I simply love the Uderzo-style art for the new islands.
The city upgrade mechanisms fit together very nicely and did not make me feel over- or underwhelmed. I like that I have to chose just a few miracle sites and stick to those.
Limiting classes to a certain amount based on the tenet and making others unlockable enables me to play the game as I want, in effect allowing an extra level of difficulty customization. This is great, but I do hope it doesn't amount to shooting myself in the foot if I chose not to unlock all the well fitting classes. I would personally stay away from creating more classes out of a concern of overcomplicating an already intricate system. Systems can be intricate and beautiful with fewer parts in my opinion.
A few ideas for polish:
I noticed that I don't remember the ”wheel of the elements” that well and I do need it for reference all the time, so maybe making it appear as a mouse-over effect in more places than currently available would be useful.
Previously when I retired a disciple I seem to remember getting some resources. Now it doesn't seem to be the case anymore. Simply clicking the button gets rid of the little person and it feels a bit... anticlimactic, because I've been investing time and attention in those pixel-people.
If you need a proofreader I'm happy to help from home in Amsterdam
Keep up the great work and stay safe, dear monks!
For the first time since the Early Access began I have genuinely enjoyed playing the game and haven't felt any sort of unpleasant or unfun pressure on my decision making. I've just finished the third island and I was super disappointed to see the game ends there for the time being. Previously I'd never advanced past the second, and always with a feeling of dread and plummeting interest. No longer!
The flow of the game feels much better now. The regular missions, repeatable missions and islands are a solid structure for the game. I simply love the Uderzo-style art for the new islands.
The city upgrade mechanisms fit together very nicely and did not make me feel over- or underwhelmed. I like that I have to chose just a few miracle sites and stick to those.
Limiting classes to a certain amount based on the tenet and making others unlockable enables me to play the game as I want, in effect allowing an extra level of difficulty customization. This is great, but I do hope it doesn't amount to shooting myself in the foot if I chose not to unlock all the well fitting classes. I would personally stay away from creating more classes out of a concern of overcomplicating an already intricate system. Systems can be intricate and beautiful with fewer parts in my opinion.
A few ideas for polish:
I noticed that I don't remember the ”wheel of the elements” that well and I do need it for reference all the time, so maybe making it appear as a mouse-over effect in more places than currently available would be useful.
Previously when I retired a disciple I seem to remember getting some resources. Now it doesn't seem to be the case anymore. Simply clicking the button gets rid of the little person and it feels a bit... anticlimactic, because I've been investing time and attention in those pixel-people.
If you need a proofreader I'm happy to help from home in Amsterdam
Keep up the great work and stay safe, dear monks!
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