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Acharis

Europe 1300 - released & "postmortem"

38 posts in this topic

There are a couple games similar to this.  The most similar is Renaissance Kingdoms, which is very similar to yours, but more developed in some areas and less than others.  It's been out for about 8 or so years and still receives updates every handful of months.

 

From what little I can gather from the game thus far (I think I'll try playing it as well), it has some of the same problems as Renaissance.

 

 

I would like to say that I think it's awesome you completed a game like this in scope.  Second, I'd like to say my dream game that I'd want to make (and/or play!) is actually quite similar to this.  So this is pretty neat to see.

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There are a couple games similar to this. The most similar is Renaissance Kingdoms, which is very similar to yours, but more developed in some areas and less than others. It's been out for about 8 or so years and still receives updates every handful of months.
Heh, the funny thing is, even though I played these other games I didn't get them :) I mean, as a designer I know these are similar, but as a player... I just stare at them and wonder, why people would play them? So, from ths "genre" as a player I only understand the one I made :) Strange and funny (usually you play & understand the kind of game you want to make, at least the other games).

This also was one of the biggest problems during the development, I was unable to get into any similar game, so at best I could use them as references of some mechanics/things I should avoid (one of them being political correctness, it could kill a game like that).

 


it has some of the same problems as Renaissance.
Feel free to post these problems, as said above, I'm unable to really play the other games and I don't understand them so I'm not aware :)
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The game looks fun and isn't that hard to understand IMO. What did you do to promote your game and how much people are actively playing it at the moment? And did you use playtesters to find design faults?

Edited by Plunjukl
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and isn't that hard to understand IMO.
Really!? Whoa! It was  long time since someone said my game (any game) was not too complex and confusing :) It seems I'm making a progress :)

(or you just happen to be a hardcore player)

 

What did you do to promote your game and how much people are actively playing it at the moment? And did you use playtesters to find design faults?
I sux at promotion :( Mostly I rely on players doing it themselves (I know, not good). I also:

Added it to IndieDB: http://www.indiedb.com/games/europe-1300

Added it to VGG (more known as sister site of BoardGameGeek): http://videogamegeek.com/videogame/164367/europe-1300

Have a FB page (pathetic, got like 4 players total) https://www.facebook.com/Europe1300

Added to Gamejolt (pretty funsite with real players)

Some Reddit (not that bad but it's troublesome).

Got tons of players from various forums where players posted about it.

Also added the site to a few toplist... but these really went down the drain in last years, so not worth it.

 

Surprisingly GameDev.net is in the top 10 referers... (but not this topic, from my signature on various random topics) I suppose people you know will check your game even if you don't ask... But don't be fooled, designers are shabby players they just lurk and then perish when they fall in love with a new random prototype/alpha thing :D

 

 

How many players? Around 300 souls (real players who login every day), or 2,000 if I used other metric (as most games do) or 200,000 if I used some tricks, stretching and even other metric (it would still be technically true :D). If you asking about true/true it's 300, if you asking bacause you want to compare with what other indie games say then 600 active players, if you ask to compare with big companies that use all tricks to pad the numbers then definitely above 200k :)

 

It was in testing for 3 years (I know, too long).

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Really!? Whoa! It was  long time since someone said my game (any game) was not too complex and confusing smile.png It seems I'm making a progress smile.png

(or you just happen to be a hardcore player)

I like to play these kind of games and I'm currently designing a browser empire builder so that might help a bit.

 

I sux at promotion sad.png Mostly I rely on players doing it themselves (I know, not good). I also:

Added it to IndieDB: http://www.indiedb.com/games/europe-1300

Added it to VGG (more known as sister site of BoardGameGeek): http://videogamegeek.com/videogame/164367/europe-1300

Have a FB page (pathetic, got like 4 players total) https://www.facebook.com/Europe1300

Added to Gamejolt (pretty funsite with real players)

Some Reddit (not that bad but it's troublesome).

Got tons of players from various forums where players posted about it.

Also added the site to a few toplist... but these really went down the drain in last years, so not worth it.

 

Surprisingly GameDev.net is in the top 10 referers... (but not this topic, from my signature on various random topics) I suppose people you know will check your game even if you don't ask... But don't be fooled, designers are shabby players they just lurk and then perish when they fall in love with a new random prototype/alpha thing biggrin.png

 

 

How many players? Around 300 souls (real players who login every day), or 2,000 if I used other metric (as most games do) or 200,000 if I used some tricks, stretching and even other metric (it would still be technically true biggrin.png). If you asking about true/true it's 300, if you asking bacause you want to compare with what other indie games say then 600 active players, if you ask to compare with big companies that use all tricks to pad the numbers then definitely above 200k smile.png

Apparently your marketing has done it's job then.

 

It was in testing for 3 years (I know, too long).

Where did you find those test players? I'm asking because I want to play my game with others in the near future but as of yet I'm clueless on how to find test players.

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Where did you find those test players? I'm asking because I want to play my game with others in the near future but as of yet I'm clueless on how to find test players.

Got them from my previous game/s smile.png Mostly http://www.lordsgame.com

Edited by Acharis
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it has some of the same problems as Renaissance.
Feel free to post these problems, as said above, I'm unable to really play the other games and I don't understand them so I'm not aware smile.png

 

 

The lack of a meaningful economy, the pace of the game, the meaningfulness of diplomacy, things to do for those who are not very highly ranked (king in Europe, king, duke, count, council member, or mayor in RK).  Battles also are fun, but fairly simple and don't allow for any sort of tactics.  Those are just off the top of my head.

Edited by Truth3w3
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Where did you find those test players? I'm asking because I want to play my game with others in the near future but as of yet I'm clueless on how to find test players.

Got them from my previous game/s smile.png Mostly http://www.lordsgame.com

 

And how did you find test persons for your first games? tongue.png I'm still playing your game by the way. I like how I don't have to spend a lot of time on it and can pick it up whenever I feel like it.

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And how did you find test persons for your first games? tongue.png I'm still playing your game by the way. I like how I don't have to spend a lot of time on it and can pick it up whenever I feel like it.
Chicken egg problem :D Yeah, at some point a long, long time ago I had to coerce my friends and other associates to try my game :) I spent like 30 minutes of my time to acquire one player I think :)

 

Yeah, it was "designed for people who don't have much time" (I even use it as a merketing motto :D). I'm puzzled why no one else in the game industry is going that route (they all measure their game success by how much time people spend playing it, which makes no sense to me...)

 

the pace of the game,
What do you mean? Too fast? Too slow?
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I think a it might be good for the game if new players could immediately engage in some low-level diplomacy among themselves. Right now you have to wait too long before the most fun part starts IMO, so that might cost you players.

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I think a it might be good for the game if new players could immediately engage in some low-level diplomacy among themselves. Right now you have to wait too long before the most fun part starts IMO, so that might cost you players.

In what sense/do you have some idea in mind?

 

Only kingdoms wage wars, so I think only these do diplomacy. And since there are only few kingdoms...

Well, players can become Counts of provinces, but I'm not sure it affects diplomacy that much.

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Maybe it would be fun if people within a kingdom could have meaningful ways of improving themselves and their alliances through diplomacy from the start of the game. For actual ideas, I have no clue as I've yet to discover the entire game.

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