The strong do what they can, the weak suffer what they must. This is a universal rule in the history of life. Yet if you face an existential threat, wouldn’t you do anything to turn the tables?
- Play as the leader of a space colony threatened by the aggression of a much stronger neighboring empire
- Manage your colony, expand your military, make diplomatic breakthroughs and either fight or talk your way to success - or whatever else it takes to survive!
- Experience a large amount of different endings depending on your own choices
Public beta link: https://dashingdon.com/play/zaldath/dawn-of-the-sol-empire/
I’ve been working on this game for the last few months, and I think it’s now basically complete (although it may still need some smaller additions of content/branches). Especially the early chapters are pretty much finished/polished at this point. On the other hand, some work may still be required for the last couple of chapters, but the whole game is already very much playable.
For the time being, there’s no save option included. If it would help with testing, I can certainly add it though. I just felt like a save system reduced the tension/impact of major choices to some extent. There are no art assets yet either except some rough illustrations of my own.
Here’s a list of my main concerns that feedback would be most appreciated about (although feel free to mention anything that comes to your mind!):
If you play through the game normally - as if it would be your only chance to play it and without restarting the game etc. - how would you answer the following questions:
A) which ending (epilogue title) did you reach?
B) did the game seem too difficult/complicated to play “successfully”?
C) did you feel like the ending you reached (especially if it wasn’t so great for the main character) was still a fair/satisfying conclusion to the story?
D) would you want to replay the story to see a different ending?
E) did the experience feel too short or forced into a certain direction? (note: currently the total length of the game is only barely over 30 000 words, with one playthrough being roughly 10 000 words, so it’s certainly shorter than the average ChoiceScript game! - this is a major concern for me since apparently longer games are generally preferred by players, but I feel like this story is in its best form at around this size, although I think some extra content may still be possible to add - if some part of the game feels too rushed/fast-paced/superficial, suggestions are welcome!)
F) would you recommend the game to others - basically, was it all in all a positive experience compared to the time it took to experience it, or perhaps compared to a price of something like 1-2 dollars (if it ends up becoming paywalled eventually, not at all sure how that works yet!)
G) if not, what made you dislike the game? theme? length? writing style? not enough customization? is there something in the game that could be changed (within reason) to change your opinion?
Any typos / incorrect grammar are especially welcome feedback to mention. The biggest immersion breaker for me, personally, is broken language.
It’s also very welcome feedback if you find some sort of error in the game code/logic (such as you having made a choice in the past that isn’t properly reflected in later events).