Thanks everyone for the feedback. I have fixed most of the stuff reported, but people might need to clear their browser's cache in order to see it. (It should appear "version 0.2" below the title of the game on the first screen).
There should be another version uploaded today aswell, with more fixes and a bit more content.
At least two of them, at some point.
Thank you for your kind words. I believe the reason something like this keeps appearing is because we all(the people who attempt to develop such games and the people who want to play them) simply want it so much. Between a low fantasy setting that takes itself seriously and the customizing mechanics of creating a noble and managing a fief, there are too few games available who deliver that experience.
I also believe that, while ambition is great, there has to be some scope to that in order to better work with the elements presented. Instead of creating dozens of provinces and houses, having enough of them in a "controlled environment" is a good approach to keep it "simple"(and doable) while also providing lots of possibilities and different interactions, in a way that (hopefully) don't feel lackluster or too vague.
Thank you. I certainly like the Lovecraftian approach to medieval mythos, and of course Game of Thrones is a huge influence. To be fair, I was not aware that "smallfolk" was derivated from GoT; I thought it was just another way to name peasants. I'll certainly restrain myself from using it.
I won't pretend I got what you were meaning with the soup thing, but I can certainly appreciate bug report here(and the Ranma 1/2 reference). It should be fixed by now.
That's true. About the "how much they care" part, lets just say that some people have nothing better to complain about where peasants decide to plough their pricks.
Indeed it should be. It's too early in the game for paradox to st-
I think I fixed it, but I'll have to check every version of the event in order to make sure.
I found the one about the walls, but not the training grounds. I'll check it down.
I think it's fixed now.
At the moment the passage of the day is associated with the option in the "court" menu to facilitate keeping check on it, but eventually I'll have to find a better way to do that, probably by checking if "stuff was done" before returning to court.
They sometimes can be asked about some new information you gathered. When that is the case, usually the person you are speaking to or the narration will suggest that maybe going to talk to them is a good idea. But indeed there are too few of those, spread too thin across the game.
The truth is that at first I had the notion that you would have to access the Council screen every time you wanted to speak to one of them, but eventually it became clear that this would create too much unnecessary back-and-forth, so I'm keeping it open for some non-immediate questlines that present new options when talking to them while I think of better ways to make that screen worthwhile without the player having to guess when there is new content in there.
It's a good point, and I can't argue with the fact that some actions wouldn't necessarily take a whole day. Dividing a day down in turns probably can be implemented and its certainly something worth considering, but it brings two problems with it, in my opinion:
First, In many cases, it would also mean that triple the current content would be needed in order to span the same amount of time it is doing now.
Second, I really, really think it's important to achieve a reasonable balance between being believable and being entertaining with the content flow of the game.
Let me try to be more clear with an example: Does it really make sense that, in one week, your fief is visited by a foreign noble, is attacked by brigands, a meteor falls from the sky and all of the events have no relation between them? I think we can both agree that the answer is no. There's a fine balance that I'm trying to achieve, between "boring tasks" happening in quick succession and "interesting stuff" between them, so as not to make the game look like some grimdark Adventure Time spinoff where crazy events keep on happening in quick succession or a Downtown Abbey episode that spans across an entire day.
I think that if I go too far on the "common" and "daily life" stuff, it will simply be overwhelming both for me(creating such content) and for the players(who will have to go through too much inconsequential and "boring stuff" to get to the "interesting" parts).
In the end, it's one of the most fundamental aspects of the game, and the struggle to find that balance is something that I try to have in mind at all times. I want players to feel like their actions and decisions matter, presenting them with interesting situations that also feel believable.
The amount of day it takes to read a book will eventually depend on the "size" of the book, and sometimes different books can give you different stats("How to talk to ladies at feasts", for example, would grant you some Social). The training grounds(drill yard may actually be a better name, now that you mentioned) also needs to be balanced. There is also supposed to be a "cap" in there eventually, so you can't get more than X of each stat during this "chapter.
Same thing that happens with the Council screen, I believe. There are a few interactions you can get at the temple(arranging a ceremony to be made for Emyria and promoting the feeding of the poor after you speak to the other priest at Hilltown, if I recall correctly), but in the end it simply needs more content to be put there. The idea of making the noble go there once a week is quite good, actually. I think I'll implement that.
I actually have no idea how "balanced" that currently is right now. The blacksmith is supposed to be just a hint, but the assassin is quite evident and indeed there will be branches that open when you have that information(Talking to your Council, to your allies or to the King/High Court).
Should be fixed by now.
Thank you so much! I really appreacite such a detailed feedback.
More backstory is to be implemented regarding that. Usually, Lore and Social are the skills to get in order to find out more about these things, as they will be presented in the Characters and Noble Houses screen at the stat screens.(the more you have on those, the more information appears). Also, the members of the council will eventually give more info as well.