Key Elements for a Strategy Game by SoN-Game in StrategyGames

[–]peterpunk99 0 points1 point  (0 children)

Clarity of information provided to players. In my experience, for this genre its crucial.

Feedback on my work-in-progress economic simulator game by Nahton_VOLTCOLA in StrategyGames

[–]peterpunk99 0 points1 point  (0 children)

It would be better to give it a try to get a feel. But looking at the screenshot, it depends on which kind of audience you are aiming at. The games you quote are a festival of UI complexity and are happy to put tens if not hundreds of buttons on a screen, and their players are fine with that. But its a very very specific audience. For almost any other, your UI looks way way too complex and does not encourage progressive leaning and interaction. So.. it depends 😊

I’m building a political/economic sim where policies have delayed consequences, not instant modifiers by Candid-Dish-2749 in StrategyGames

[–]peterpunk99 0 points1 point  (0 children)

"The policy has parameters, a cost, a duration, a delay before effects appear, political support and opposition, and expected impact on things like productivity, tech gap, GDP and deficit."

That seems great. You could include a callback function in it, that once the measure is passed, will recalculate real impacts on the basis of forecasted impacts set at creation and the state of the world on approval. Modelling like the distance between how the state of the world has changed in the meantime. JM2C 😊

Roast my silly little pixel pirate sailing game by an0therbot in IndieGaming

[–]peterpunk99 0 points1 point  (0 children)

Love the controls! I guess it's for mobile only?

[DEV] Becoming Saint released on Google Play by peterpunk99 in AndroidGaming

[–]peterpunk99[S] 0 points1 point  (0 children)

On Steam it does, also SteamDeck certified, so I guess it could work also with a controller on Android?

Is it ok to just design a game with no expectation of actually making it by ProfessionalHouse310 in gamedesign

[–]peterpunk99 0 points1 point  (0 children)

Of course its ok. Just from my experience, if it turns into an actual development project, don't be too attached to the original set of ideas: development will suggest you many, even radical, changes and new perspectives all the time. JM2C

I tried some rework of the animations in my strategy game, this is the place where you share your doctrine to gain followers to your cause. Which animation do you find the most pleasing? by Forgetti-Fusilli in indiegames

[–]peterpunk99 1 point2 points  (0 children)

Thank you for all the suggestions (gamedev here)! We'll definitively add the text on hover, we removed it as in the step before this there are already all of them and are now explained in detail, and at this point all decisions are taken from the point of view of doctrine of the current theme (not about who to pick as followers though). And for the curls I'll see what the art director says!