My campaign has two scnearios:
||The Conquerors 1.0c
||Role Playing Strategy
|Number of scenarios:
In The Pilgrims, you start with 10 villagers in some transports. Take them to Plymoth Rock and found a new colony.
In the Animals!!!!, you are You!!! (youll see what I mean) and you have to steal the relics from the animals. There are deers and boars and wolves etc.You could just swipe the relic. but It would take the fun out of the game.
|Author||Reviews ( All | Comments Only | Reviews Only )|
Pilgrims & Animals
There is a small trigger problem in the first scn, that will cause your computer to quit the game. A trigger sets of a “change view” that’s too far off. I fixed it and played anyway.
PLAYABILITY: There is no challenge in the first game other than cutting wood. You land at plymouth rock with 10 villagers and instructed to build a colony, and find three relics. All the civs are allys, and give advice,on where to find the relics. I found 2 on my way to see someone that was suppose to help me find them. In order to find the third one I had to task villagers to cut down some forest in order to gain access to that portion of the map. The second game, you have unlimited resources, and have to take the relics from various animals. Given the siege equipment I had at the games beginning, it was basically a mow down , and take relic type of game.
BALANCE: According to an ally, in game one, I was suppose to find the relic, but have to battle some monkey boys that were guarding it. I guess the author doesn’t know that they won’t attack monks. The second game is similar, where you take the relic from the animals. The author suggests fighting for them, as it would be more fun, and probably would be to someone new to the game.
CREATIVITY: I could not find a whole lot of creativity in the games or the maps. There was some map copy added, but it took away from the fun of the the map more than added to it. I started to create some units that ended up getting caught in between buildings that were joined.
MAP DESIGN: 1st game came close to an ES map, slightly lacking 2.5 would be a better call. The second was not realistic, and lacking in detail.
STOTY/INSTRUCTION: In the 1st scn, there is no story, and not enough instructions as to finding the last relic. I had to cheat to see where it was, otherwise I would have been chopping wood for a long, long time. The second scn had adequate instructions.
There was no apparent playtesting done in the 1st game , and it is under developed in all areas.
The second was without bug, but not very entertaining for a novice player. Both games were lacking victory signals as well.
To Author: You seem to have a basic knowledge of triggers and map design, you should put more effort into detailing your games, thus improving the overall games map, balance,and creativity. Putting animals to guard relics, has a serious downside, as they don't attack monks, and players more than likely will not fight the animals when they don't have to.
In the first, and 2nd scn, i would have enjoyed having to fight the civs, and still try to find the relics, it would have given the game some much needed action. Also,,Immobile AI's are a gift to scn design, but can also end up making a scn look bad. People standing around looking like they were statues, is a big game turn off, you can task those players to walk around, look busy, or even work,,, the games need life. I believe you have the talent to make some good games, and hope this advice will help... Oh,, and playtest your games, or ask others to.:)