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Hey! New player, about 14 hours into the game. I've made it midway through my second spring, playing humans on easy.

Just wanted to give my impressions; I know this game is in early access, so I'm hoping the devs keep the things I like and change the things I don't.

For some context, I'm a fan of the genre, with about 400 hours of RimWorld and no idea how much in Dwarf Fortress (probably similar or a little more).

I really liked how easy it was in general to handle stockpiles, especially that I could establish a stockpile and then build bins into it as it got full. I didn't like when it snowed out and I had to redefine all of my stockpiles because the snow wall tiles erased my zone designations. It also seems to be impossible to set 'custom' stockpiles with items from multiple categories -- it seems like I can do 'everything' stockpiles, or stockpiles with subsets of specific categories, but not, for example, a stockpile of garbage and also remains. If it is possible to do this, the interface is confusing for me. I'm not sure how bins and cabinets are different, as they both seem to hold 50 units of solid (it's also not clear to me how doors are different from gates, or trapdoors are different from hatches).

I LOVE how easy it is to quicksearch in the build menu. I also love how clear it is what the requirements are for each type of room. I also really love how easy it is to manage production from the production menu.

I appreciate how easy it is to check season length.

I enjoyed the way that spikes did (often very large amounts of) damage to my enemies but allowed my own settlers to pass through unharmed; it did kind of confuse me that hostiles can climb up walls of arbitrary height (question: if I put an overhanging roof on the outside side of my wall, would that make it unclimbable? I just thought of this and haven't tested it).

Interface-wise, it would be nice if there was a way to mass-uncheck the 'defend yourself' behavior, or if it started off by default for children; I had a lot of very young children run headlong at bandits and get rapidly dispatched. I do love the combat notification page; was extremely helpful for me to see what was actually happening in a fight and catch when some random non-combatant wandered into the fray.

The fact that clothing and armor seem to be good indefinitely make it so that I end up with a very large amount of linen, plant fiber, leather, stoneleaf husk, etc. by the end of the first year. There isn't much of anything interesting to buy except for novel seeds, so commerce with merchants stopped being meaningful pretty quickly. I think there's a fundamental imbalance there of stuff in --> stuff out; it works okay with metal gear because of the finite supply on the map, but it gets to absurd levels with the renewable plant- and animal-based stuff.

On the topic of animals -- I ran into some problems with my remains stockpile vs my butcher orders. I'd order my combat units to kill an animal, then immediately set a high-priority butcher job on all of the corpses. Usually, like 1/3 of the corpses get dragged off toward the (medium-priority) remains stockpile before they can get butchered, and I have to play whack-a-mole grabbing settlers, forcing them to drop the corpse, and move-ordering them away. Should I be setting separate remains stockpiles for butcherable animals vs human remains? Is there a way to do that? I also noticed that tamed animals don't seem to need to eat or drink. It took a lot of monkeying around with stockpile settings to get my settlers to fill the animal troughs with water and fodder; despite this, the animals did just fine for days or months with empty troughs, even when kept underground

With plants, it would be really helpful if it was clear from the merchant interface which seeds were for crops and which were for weeds. I also think it would add some more variety to the game if different crops had some season or climate requirements -- I don't know why I'm able to grow coconuts outdoors in the taiga. It also makes all of the crops feel kind of unspecial, since so many of them behave the exact same way. You made all these different plant varieties and graphics; give me a reason to grow more than one or two types of crop. As a feature-request, it would be really cool to see some food preservation methods, like pickling, jam-making, brining, lactofermentation, etc. It's not strictly necessary, as it's currently possible to survive winter on underground mushroom farming and/or making bread from massive wheat flour stockpiles.

In general, I feel like the game has a lot of tiny glyphs (evasion, forestry, efficiency, fishing, temperature resistance, etc.) and I usually can't tell what they mean. There are a handful of screens with tooltips when I hover over a symbol; I would like these tooltips everywhere so that I don't have to dig through other parts of the interface to figure out what all the little symbols mean.

I never really got the hang of how to bury my dead into tombs. I built some tombs, and I had some people die, but I think they all just got dragged to my remains stockpile? Do I need to designate tombs as remains stockpiles? I eventually just let all the corpses rot and/or sold them to merchants. Also, are bones used for anything?

I also don't really get how fishing works. I think I managed to catch like 5 fish. Do settlers only try to do the task if a fish is in the one tile closest to land? Don't the fish usually leave that tile by the time the settler gets there?

There were some things that seemed glitchy:

  • underground temperature -- in winter, temperature underground is very extremely cold -- even if I have all of the entrances sealed with multiple doors and am a dozen layers below the surface; I'm hoping the temperature physics gets updated at some point, because near-surface underground is generally close to the average temperature of a region, making it relatively warm in winter and cool in summer
  • plant maturity in winter -- some of my crops, after being covered in snow and braving temperatures well below their listed lower limit, became mature midway through winter; this was helpful but confusing
  • hold position order -- I tried to set up something of a funnel for fighting a high-level ancient; to do this, I ordered them to hold specific positions near the end of a corridor. As soon as they spotted the hostile, though, they all started running down the corridor. This is not what I'd expect from an order called "hold position."
  • move order -- before the 'hold position' situation, I had a similar moment where I was trying to get my combat group down to a dungeon entrance before the hostiles tunneled through to my base. I selected the group and ordered them to move to the relevant location. One of them came down; the rest seem like they started moving and then gave up and went to do something else. I don't understand why this happened.

There were a handful of things that aren't broken but didn't make sense to me, so they kinda broke my immersion:

  • the biome names -- a taiga is a borreal forest with mostly conifers; the taiga in-game had oak and apple trees, making it a temperature forest; I know this is a nitpick but it was really confusing to me when I first loaded in
  • merchants -- they seem to have infinite money, seem to be able to carry infinite weight, and do all of this while traveling alone and unguarded (you can see my RimWorld and Dwarf Fortress experience in this one)
  • boletus mushrooms -- this is a nitpick. seriously. it's super petty. i'm a hobbyist mushroom hunter in real life. fungi in that genus (Boletus) are all mycorrhizal, meaning that they're symbiotic with plant roots. as a mushroom nerd, it would be cool if fungi weren't treated as another plant -- i.e., saprophytic fungi need wood to grow on, mycorrhizal fungi need trees or other plants nearby. it's cool if you entirely ignore this point because just about every game developer does.

On the whole, it's a cute game -- I see it as a (somewhat) more accessible, lighter version of Dwarf Fortress. It did get a little boring by the start of the second year, but I assume that'll change as more features get added.

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almost 3 years ago - /u/unknownorigingames - Direct link

Thank you very much for this feedback. I agree with many of these suggestions, and am working on adding/fixing most of them. :)

And, as for the game getting boring by the second year, that makes sense. I've avoided working on too much mid-late game stuff because I want to finish all the core systems. Which will be mostly done with this next update that's coming out soon. Otherwise, I end up breaking and/or having to remake a lot of content which really slows me down. That said, I'm hoping to focus more on the content and progression side of things in the following updates after this next one.

Thanks again!

almost 3 years ago - /u/unknownorigingames - Direct link

Originally posted by mathologies

Thanks for taking the time to reply!

I'm sorry if you've answered this elsewhere, but what is your overall vision for the game? How do you want it to stand out from similar games like Dwarf Fortress or RimWorld?

Also, why is there so much taiga??

I haven't played a ton of Rimworld so I can't accurately say how I want to stand out from them. I guess having more than the one Z level is the main thing off the top of my head. I know they go down the route of leaning into more of the psychologic aspects of settlers and, although I want settlers to feel unique, I don't want players to micro manage to that degree.

As for DF, when I started making Odd Realm, I had intended to make a DF-lite. Mainly I just wanted to make a game with the same 3D tile world they have in order to develop my programming skills further. I like survival games, so it was important to make something along that vein to keep me interested. I wasn't too serious about making a competitor with DF or Rimworld. However, after releasing the first version of Odd Realm, I got a lot of positive feedback and it motivated me to continue working on the game as a much more serious endeavor. Before, I just wanted to quickly put out a game and jump onto the next thing. Now, I'm planning on working on Odd Realm for a long time. Obviously this depends on whether I can continue to live off the income, but so far it's looking good.

Ok, so, what's my vision. Personally, I prefer fleshed out stories over random ones like you see in DF. I totally understand the appeal of procedural story building but my passion lies in writing and world creation, so I'd rather go down the route of creating that content. I'm really inspired by Tolkien and it has always been a dream of mine to make a unique universe of my own. I want to build out Odd Realm with lots of characters, history, lore, myths, artifacts, ruins, and other exciting details to keep players engaged and curious to explore the world. As well, I want to continue adding depth to the game, like DF, while providing a lower barrier of entry.

Lastly, I want to eventually either make a 3D or high res version of Odd Realm. The only reason Odd Realm is such a low res is to let me make art assets quickly. But that sort of thing will come after I've put in waaaaay more content and hit 1.0 for the current game.

I know this is a bit of a rant, so thanks for reading and asking about it. Happy to explain my intentions for the game. :)

Oh! And there's a lot of Taiga because I haven't yet added more biomes. Once I start adding more, it'll all balance out.

almost 3 years ago - /u/unknownorigingames - Direct link

Originally posted by mathologies

oh, so like more of a Kenshi vibe is where you're aiming for the finished game?

Sorry I haven't played that one

almost 3 years ago - /u/unknownorigingames - Direct link

Originally posted by mathologies

Recommend you give it a shot, for research purposes.

Things in common: mining, making stuff, controlling individuals or groups of people, skills that can be improved through practice, needing to eat to survive, building things, trading, random raids and merchants come by
Differences: can't dig / modify terrain in Kenshi; map is not randomly generated; free to move around the world; Kenshi is 3D and not so tile-y; Kenshi has no magic but does have stuff like bionic limbs -- it's like.. post-post-post-post-apocalyptic quasi-medieval world; Kenshi has a lot of named NPCs all over the continent (some of whom have personalities); there are some quests you can find/make; Kenshi has damage to specific body parts; Kenshi abstracts thirst and temperature comfort and only tracks hunger

Kenshi definitely does the deep lore thing well; I would say the biggest essential difference is that Kenshi plays like an open world RPG whereas Odd Realm plays like a colony simulator.

I like the idea of building deep lore and compelling storylines into a game like Odd Realm; the big question is: how do players access those storylines? How do you get players to invest in those narratives and characters? How do you progress a narrative in an open game without making players feel railroaded? Are players only discovering stories from the past, or are they interacting with the narrative and making decisions that shift the way it advances?

I think it's fundamentally about the conflict between freedom of choice for players and having a moving, engaging story with a beginning, middle, and end. I believe that having more of one necessitates having less of the other.

Thanks for explaining the game!

As for the narrative stuff, I wouldn't think of it as one linear story I want to tell. There is no beginning, middle, and end, or hero's journey. Rather, the player is creating their own story (with their settlement) and the world is around them to discover. It's perfectly acceptable for players to simply build their settlement with no intention of learning Odd's secrets. But for those that like to piece together bits of lore, and see how it's all connected as they go, there's a vast history, and robust cast of characters to learn about.