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Antiglow

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About Antiglow

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  1. Ask Us:

    Are god powers always going to be fixed from the start, or are you planning to have an unlock/upgrade system for them in the future?
  2. Dev Blog "HOW YOUR CHOICES MATTER IN THE UNIVERSIM"

    I appreciate this direction of development and some of the humor, however that being said, to ensure a larger audience upon launching there should be no political references in the game.
  3. Review and Suggestions (an outside perspective)

    I like this idea. During the medieval times this could be done by kings and queens, and later shift to mayors and eventually presidents/dictators which some how manage or otherwise interact with the mayors.
  4. My lords, my ladies, and everybody else here not sitting on a cushion! I humbly present to you my review and suggestions for this innovative and ambitious game in Q&A and bullet form (to hopefully keep it from being a TLDR monologue). I just purchased this game over the weekend and played it to the end of the consumable content, so I feel like I may present an outside perspective. Q&A How did you find out about this game? I first heard of The Universim from another Kickstarter game called Planetary Annihilation TITANS (generally a good game. They were arguing about clouds on the forums and how this game has them and PA does not). While I was not very interested in a god game back then the trailer stuck with me and I checked back every now and then throughout the years until this past weekend when I finally decided to give it a shot. Before playing the game, what did you know about it and what did you expect? Other than what I gathered from the trailer, I knew that players were generally stuck in the stone-age. After reading about how the devs were focusing on the systems needed for future eras by developing “the stone age” this did not bother me as I have had similar experiences programming various things. The foundation needs to be solid to build upon. I expected that I would play the role of a god and would have some control over my people but not directly. Other than this general idea I did not know what to expect. What was your first reaction when opening and beginning the game? First, I really liked the start screen. Unlike many games it actually stands out in a unique way and is very clean. When starting the game, I liked how I could choose the spot where nuggets would begin on the planet. (After failing horribly on the first attempt, I realized I should place it near iron, stone, and of course water) The art style was great! After turning off the God light I appreciated it much more. I currently play with it always off. Did you experience any bugs? For the most part remarkably no. The only issues I faced were god mail being broke after the first mission and boats being perpendicular to the water sometimes. This seems to me to be very stable for an alpha. What did you think of the stone-age city building and resource management? Coming from an RTS background I found it quite familiar and being the early stages of the game perfectly fine seeing as I am the god directing the people in their early life. I would like it to have more “godly” visuals. Maybe a light from heaven with some tablets detailing what they should build? Later in the game, say mid medieval times or a bit later I would expect the gods priorities to shift from micromanagement to macro and the nuggets to manage their own structure placement and resources. (taking a bit from one of my two previous posts here) Unlocking via research over the medieval times, the player should no longer have to: Place buildings such as farms, refineries etc.. (excluding major NEW structures the player unlocks) Maybe each type of auto placement should be unlocked via research Assign nuggets Deal with unfilled position The player should have new tasks to preform like Expansion location assignment Instead of placing each building the player should choose when and where the civilization attempts to expand Cultural conflict resolutions Choose which type of culture wins a war by helping with your godly powers Influence farther cultural presence via research choices Should your nuggets be good or evil? It is the player's choice based on their cultural actions Exploration Send nuggets to explore and find a brave new world via the sea, the land, and in the far future in space. Science choices (this should fall under nugget science discussed later) Crossroads in science should start appearing after medieval times, once you make your choice you can't go back. Study plants animals and learn from them for future buildings and farther research. (player chooses which animal to study and if the research should be kept. Astronomy: Learn about the other planets, in more detail as your civilization evolves or see what your civilization discovers about the other planets as they evolve and guide them to particular areas of their the sky. What did you think of the research? Research felt off to me. I feel like it should be split into three different things: god powers, nugget evolution, and nugget science. God powers The god should be able to use his/her points to unlock farther powers. (I really want lightning, so I can play Zeus) They should start out small like the telekinesis and cupid thing. Nugget evolution Nugget might Nugget speed Nugget other stuff Nugget science should be done by the nuggets. How would it be implemented and how would you interact with it? Let me explain by example: You get a notification that Jimbob is telling his nugget buddy the best idea: square wheels! You see on flat, water coated surfaces these babies slide like they are on oil but less so. So, what do you, the god of Jimbob, do? Do you: Strike him down with a bolt of lightning to insure the idea does not spread? Do you give him a dream of a round wheel? Maybe he will just figure out that it is not the best idea on his own? Maybe you like the idea of sliding square wheels and want to see how far the culture would progress. With this system the player would feel like they are actually guiding the nuggets instead of just “upgrading” them. I still think the tech tree should be used, but instead of being a basic “click and have it happen” thing, it would be a overview of what your nuggets are thinking about and who is thinking about it. Maybe latter in the game a future Jimbob decadent discovers oil. Now you really have a choice. What did you think of the current god systems? Even though the good/evil meter is not fully in place I really liked the choice and the fact the tower would change based on what I did. While I appreciated the god-mail meme, I found it to be rather immersion breaking. I feel like individual nuggets should randomly notify you in some other way, even if it is just through the notification system. And the god-mail building should be replaced with some other shrine or church system (the art could stay the same except for the mail piece). PS if I burn it, it means I am unhappy. (I actually did this in game to see if I would get more letters) I like the god powers in general. I especially liked that I could use the rain cloud to protect my nuggets from random fires. The fact it is under wrath seemed a bit odd to me though. What did you think about the transition from the stone-age to medieval? While a bit sudden from an art perspective, I liked it. It seemed to go smoothly, and it was cool watching my civilization grow a bit closer to the modern age. Any other thoughts? The school system is pretty cool, and I like the future implications, but it seems early to me from a historical perspective as most-of-the-time back then jobs were passed down by the family or by apprenticeships. Thanks for working on this innovative game and keep up the good work! I am excited to see what the future holds.
  5. [TWITTER] "Should we add Residential building interiors?"

    Voted "no". This is the wrong direction. We, the player, as time progresses should be focusing on the bigger picture not the smaller individual nugget level.
  6. Closed steam pre-release. Yes or no? [EDITED]

    Dependent entirely on what the NDA says and how long it is, I am interested in being a tester.
  7. Let's talk! About micromanagement in The Universim

    Having just played through this game to the end of the consumable content, I feel like "nugget freedom" should occur in the early to mid medieval times and the gods tasks should shift from building position and micromanagement tasks to larger orders. Unlocking via research the player should no longer have to: Place buildings such as farms, refineries etc.. (excluding major NEW structures the player unlocks) Maybe each type of auto placement should be unlocked via research Assign nuggets Deal with unfilled position The player should have new tasks to preform like Expansion location assignment Instead of placing each building the player should choose when and where the civilization attempts to expand Cultural conflict resolutions Choose which type of culture wins a war by helping with your godly powers Influence farther cultural presence via research choices Should your nuggets be good or evil? It is the player's choice based on their cultural actions Exploration Send nuggets to explore and find a brave new world via the sea, the land, and in the far future in space. Science choices Crossroads in science should start appearing after medieval times, once you make your choice you can't go back. Study plants animals and learn from them for future buildings and farther research. (player chooses which animal to study and if the research should be kept. Astronomy: Learn about the other planets, in more detail as your civilization evolves or see what your civilization discovers about the other planets as they evolve and guide them to particular areas of their the sky.
  8. (made my account to post this after just playing the game to the end of the current content) While a better prayer system to replace "god mail" in highly needed, I would rather have a higher focus from the devs on removal of micromanagement. As a disclaimer I love RTS games, but I did not back this for it to be just another RTS game. I liked the idea of an "organic" population doing all that they need to survive on their own after their early stages of development and me, as a player, guiding their development via natural disasters and other natural events, research, major event choices, population dispute issues, and other "godly powers". Currently I have no issues with the game requiring me to place structures and assign workers as this goes along with the idea that you, as the god, are influencing their major choices because the population is so small. However, I expect that in the early to mid medieval times I will not have to tell the nuggets where to place every farm, well, graveyard, school, pump, etc.. but instead focus on things like early astronomy, future expansion, science and discovery, and exploration. They should evolve on their own and require me less as time progresses. As for research there should be cross roads the player comes to as suggested in the trailer. It is my hope we will see these in the late medieval times. I am liking the game and its goals, however I am worried about its current directions as I have not seen any mention of removing micromanagement features as time progresses except for this thread.
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