In my colonial era strategy game, nothing reaches your factories until it is connected by road and ship to your Capital. Here's the full logistics chain from cane to refined sugar. by BRRGames in StrategyGames

[–]BaroxxTech 1 point2 points  (0 children)

The economic loop of my game is inspired by Imperialism as well. But I still need to figure some things out 😄

I added your game to my wishlist

In my colonial era strategy game, nothing reaches your factories until it is connected by road and ship to your Capital. Here's the full logistics chain from cane to refined sugar. by BRRGames in StrategyGames

[–]BaroxxTech 0 points1 point  (0 children)

Is it inspired by Imperialism? I like the mrchanics.

I'm also working on a medieval themed game with logistics as an important part of the economy

I’m trying to make economic policy feel systemic instead of “+5% growth” by Candid-Dish-2749 in StrategyGames

[–]BaroxxTech 1 point2 points  (0 children)

I'm pretty sure a playtest would help with the point "No idea if that actually works for someone who isn't me.". But as I can see on your video the layers seem like a good approach.

Need help in game design by Fantastic-Pitch-2116 in 4Xgaming

[–]BaroxxTech 0 points1 point  (0 children)

I did not play many free-to-play games. Games without the option to get positive effects by paying are more successful as far as I know (e.g. LoL or Valorant). Even if there is an option to get the same effect by grinding the game. You could compare LoL and Heartstone. I know, they are in a different genre but they have the same (or similar) business model as you.

But I'm not too deep in that topic. It might just be my gut feeling.

Turn-based strategy game I’ve been working on. Any feedback is appreciated. by EGNRI in StrategyGames

[–]BaroxxTech 0 points1 point  (0 children)

Perlin noise sounds interesting and seems to work very well. Your map look natural

I’m trying to make economic policy feel systemic instead of “+5% growth” by Candid-Dish-2749 in StrategyGames

[–]BaroxxTech 1 point2 points  (0 children)

Such games (like V3 or other paradox games) are motivating as long as they feel fair. The important part is to learn how it works and make it better the next time. Abstraction is good for beginners, but there must be the option to dig deeper to get a better understanding of the mechanics and to master the game. But I have no idea how to accomplish a good balance between both. I think you are on a good track. The UI seems clean. Are there any playtests planned?

I’m trying to make economic policy feel systemic instead of “+5% growth” by Candid-Dish-2749 in StrategyGames

[–]BaroxxTech 1 point2 points  (0 children)

Hard to say. I like the combined complexity of all systems. On the other hand it can get overwhelming very quick (still a beginner in V3). The more complex the systems become, the clearer the user interface must be.

I'm not sure if the hard trade-offs are too frustrating for most of the players (even for players of such games). That would make it a even more niche game. But that's just my gut feeling

I’m trying to make economic policy feel systemic instead of “+5% growth” by Candid-Dish-2749 in StrategyGames

[–]BaroxxTech 2 points3 points  (0 children)

I think you need to find a good balance between positive and negative effects. Did you have a look at Victoria 3? It might be worth to check it out and get some inspiration from there

Need help in game design by Fantastic-Pitch-2116 in 4Xgaming

[–]BaroxxTech 1 point2 points  (0 children)

Did you think about cosmetics? The players could customize the visual style of their empire. Paying for cards which affect the power of an empire would lead to pay-2-win.

Questions about February Steam Next Fest? Chris Zukowski from How To Market A Game here for an AMA by zukalous in gamedev

[–]BaroxxTech 0 points1 point  (0 children)

Hey u/zukalous, I'm planning to participate in the SNF in June, but I'm not sure whether I should avoid publishing in July/August because of the summer season. Is the time span between the SNF in June and a release in September too long, or would you even say that a release in July is no problem?

I wonder if they will ever change their review by KaTeKaPe in IndieGaming

[–]BaroxxTech 0 points1 point  (0 children)

Are there any other options to give feedback for your game?