I got talking to the dev when I found this on Reto's channel before (very friendly!), and they asked how I had found about their game and was really pleased it was because of Reto's video. A recommendation here is a big thing!
51:00 "I'm so busy!" I think you did really well in terms of maximizing production. It was nice to see you keeping the resources flowing. I noticed that a couple other youtubers who covered this did not really bother to keep their buildings and familiars actively producing. The game seemed to be pretty forgiving of their inefficiency, but it irked me. Getting compounding profits before you unlock the storage chest is a chaos inducing accomplishment.
I absolutely loved Stacklands and I'm so glad to see another game adapt a similar style. It's already very polished and has a nice touch to it. I believe this game is gonna be great
Efficiency Notes Population growth is more efficient in the early game than more beacons. 1 beacon costs 3 moondrops and gives 2 building slots. 3 pop growth spells gives 3 spaces in the same village. So, you get a +50% bonus in the number of spaces at the expense of the +10% efficiency bonus from diversifying. Early game you want to save reagents. They're hard to come by at first as they can only be obtained through exploration or, later, eating land cards which can also only be obtained by exploring. Everything else you want to sell until you have a few extra explore cards sitting around. Early game it's better to attack with the which as you can heal her but not the familiars. Healing her costs 3 coins of stuff including a reagent to heal 2. Resummoning a basic (2hp) familiar costs 6 coins of stuff including a reagent. The warrior has 4hp but costs 11 with the extra mana. Later you get a spell to heal all familiars at which point you switch to using them as that is overall cheaper. EDIT: Didn't know the cooking which had a healing food for cheap. Guess this only matters for celestial witch. Also, there's really no need to be that efficient because this game is easy enough.
SUPER AUTO PETS!!!! Omg. I was trying to figure out where I heard that one sound effect from. The one that I think plays when you get a new spell. It’s the super auto pet combine sound. My brain was telling me it was, but I wasn’t sure if it was like Hearthstone battlegrounds or what.
As someone deeply ingrained in indie culture, I hear plenty about it for what it is worth. I know people are a little wary of mentioning it due to the dev controversy, so that may play a part in it.
Except pop growth also takes a Reagent which don't appear to be very frequent drops, Villages also have new bonuses and therefore could be more efficient. So Villages cost 3 rare-ish ingredients for 2 slots and Pop growths cost 2 rare-ish ingredients for 1 slot, that's a village being more cost effective in my eyes. But they have different goals for improving your setup so I don't think cost comparison really matters too much here, using them for whatever plan you have to improve your setup as Reto did seems to be the important part to me Personally I think I'd lean more towards Villages early to get the diverse buffs for the different buildings, but looks like both angle could work well :)
@M4TTM4N10 yea, thought about that after posting, but with all the land cards, if he got the terrain recycler, he'd be golden. But either way, you're absolutely right.
@@M4TTM4N10 Reagents are only rare in the beginning before you can snowball your resource generation. Moondrops are gatekept by quests, which only show up once a day. This makes moondrops by far the rarer proposition. You can farm reagents with a land recycler, but you have to wait for moondrops. The optimal village size is four. After that you're better installing a celestial link and starting a new village so they get multi-bonuses.
@@williambarnes5023 Good to know, my only knowledge of the game is through this video and these comments so the info about things outside the scope of the video is insightful, thanks. It looked like reagents sort of became rarer once locations started being able to drop (may not be true to the actual chances, not sure); knowing the locations can be recycled into reagents later definitely makes the pop growths more desirable to build. Still feeling like a few cities early and saving the first reagents you get for quests may be a solid strat :)
@M4TTM4N10 they get rarer after you upgrade your explorations to 1 star, but lands can be converted into them. My experience is only the demo and this vid, and the full release is pretty different than the demo.
I wonder if you can keep the explores stacked but then put multiple familiars on that stack to hace them each work on one without the clutter? If not, dev i highly suggest that.
There should be like an auto-sort/auto-place feature.. Having to constantly reorient familiars and move resources seems like it'd get annoying. I want automation.
Omg this is such a stressful game to even watch someone else play xD Just trying to follow along and keep track of all the new card and elements being introduced is giving me actual anxiety t.t But maybe some of it is we as viewers fixate on one task, while Reto fixates on a different equally important one, and then we end up with double the mental overhead keeping track of both?
FYI, you forgot to put your starter silversage in the second herbalist! It's just sitting there with no seed plants to grow. That said, thanks for the intro to the game, looks very interesting!
Hey, WitchHand Dev, if you're watching this: Cards of the same name don't need to each show their full nameplate when stacked. Just show the top border of the card above the nameplate. Loose cards of a single type should stack very aggressively across the entire board into a single stack of the same type instead of plopping into a confused mess. There needs to be some kind of "Magic Thread" or string type thing that you can connect from place to place so they take from each other when they have a surplus.
I got talking to the dev when I found this on Reto's channel before (very friendly!), and they asked how I had found about their game and was really pleased it was because of Reto's video. A recommendation here is a big thing!
That was so Stacklands with spices and seasonings of magic (and I don't mind!)
Love the fact that Stacklands basically popularise a whole new genre 😂
im honestly just so glad you mentioned Cultist Sim!
one of my favorite games of all time tbh
51:00 "I'm so busy!" I think you did really well in terms of maximizing production.
It was nice to see you keeping the resources flowing. I noticed that a couple other youtubers who covered this did not really bother to keep their buildings and familiars actively producing. The game seemed to be pretty forgiving of their inefficiency, but it irked me. Getting compounding profits before you unlock the storage chest is a chaos inducing accomplishment.
I would absolutely love to see a full series of this. It’s so soothing and the gameplay loop is super satisfying to watch. 😊
Would watch a series
I like the BGM/Audio in this one, it's soothing.
Please make a series on this!
I would love to see the late game at least once!
thanks for showcasing this game it looks so fun and addictive
I absolutely loved Stacklands and I'm so glad to see another game adapt a similar style. It's already very polished and has a nice touch to it. I believe this game is gonna be great
Efficiency Notes
Population growth is more efficient in the early game than more beacons. 1 beacon costs 3 moondrops and gives 2 building slots. 3 pop growth spells gives 3 spaces in the same village. So, you get a +50% bonus in the number of spaces at the expense of the +10% efficiency bonus from diversifying.
Early game you want to save reagents. They're hard to come by at first as they can only be obtained through exploration or, later, eating land cards which can also only be obtained by exploring. Everything else you want to sell until you have a few extra explore cards sitting around.
Early game it's better to attack with the which as you can heal her but not the familiars. Healing her costs 3 coins of stuff including a reagent to heal 2. Resummoning a basic (2hp) familiar costs 6 coins of stuff including a reagent. The warrior has 4hp but costs 11 with the extra mana. Later you get a spell to heal all familiars at which point you switch to using them as that is overall cheaper.
EDIT: Didn't know the cooking which had a healing food for cheap. Guess this only matters for celestial witch.
Also, there's really no need to be that efficient because this game is easy enough.
SUPER AUTO PETS!!!! Omg. I was trying to figure out where I heard that one sound effect from. The one that I think plays when you get a new spell.
It’s the super auto pet combine sound. My brain was telling me it was, but I wasn’t sure if it was like Hearthstone battlegrounds or what.
Im seeing people talking about Stackland, and I'm sitting here thinking "Cultist Simulator came out 4 years prior."
but you are hearing stacklands because this is 10x times closer to stacklands' interpretation than it is to cultist simulator
@@Retromation Fair. It's an ongoing process of iteration, from one to the next.
I just feel like Cultist Sim dropped off people's minds entirely.
As someone deeply ingrained in indie culture, I hear plenty about it for what it is worth. I know people are a little wary of mentioning it due to the dev controversy, so that may play a part in it.
@@Retromation After some quick googling in regards to controversy: Huh. TIL.
Yeah, I can understand some wariness there.
Using the population growth spell is 33% cheaper than creating a whole new village.
Except pop growth also takes a Reagent which don't appear to be very frequent drops, Villages also have new bonuses and therefore could be more efficient.
So Villages cost 3 rare-ish ingredients for 2 slots and Pop growths cost 2 rare-ish ingredients for 1 slot, that's a village being more cost effective in my eyes.
But they have different goals for improving your setup so I don't think cost comparison really matters too much here, using them for whatever plan you have to improve your setup as Reto did seems to be the important part to me
Personally I think I'd lean more towards Villages early to get the diverse buffs for the different buildings, but looks like both angle could work well :)
@M4TTM4N10 yea, thought about that after posting, but with all the land cards, if he got the terrain recycler, he'd be golden. But either way, you're absolutely right.
@@M4TTM4N10
Reagents are only rare in the beginning before you can snowball your resource generation. Moondrops are gatekept by quests, which only show up once a day. This makes moondrops by far the rarer proposition. You can farm reagents with a land recycler, but you have to wait for moondrops. The optimal village size is four. After that you're better installing a celestial link and starting a new village so they get multi-bonuses.
@@williambarnes5023
Good to know, my only knowledge of the game is through this video and these comments so the info about things outside the scope of the video is insightful, thanks.
It looked like reagents sort of became rarer once locations started being able to drop (may not be true to the actual chances, not sure); knowing the locations can be recycled into reagents later definitely makes the pop growths more desirable to build. Still feeling like a few cities early and saving the first reagents you get for quests may be a solid strat :)
@M4TTM4N10 they get rarer after you upgrade your explorations to 1 star, but lands can be converted into them. My experience is only the demo and this vid, and the full release is pretty different than the demo.
I wonder if you can keep the explores stacked but then put multiple familiars on that stack to hace them each work on one without the clutter? If not, dev i highly suggest that.
There should be like an auto-sort/auto-place feature.. Having to constantly reorient familiars and move resources seems like it'd get annoying. I want automation.
Omg this is such a stressful game to even watch someone else play xD Just trying to follow along and keep track of all the new card and elements being introduced is giving me actual anxiety t.t
But maybe some of it is we as viewers fixate on one task, while Reto fixates on a different equally important one, and then we end up with double the mental overhead keeping track of both?
I need more!😂
It seems like it's still missing the dynamic difficulty of other sim games. I worry that games will swing wildly between snowballing and dead starts.
FYI, you forgot to put your starter silversage in the second herbalist! It's just sitting there with no seed plants to grow. That said, thanks for the intro to the game, looks very interesting!
Is it cultist simulator ?
Very similar to cultist simulator I think
It's quite literally a Stacklands-like game...
@@chie970
Which is very similar to Cultist Simulator.
It's a card stack combining game.
More
Hey, WitchHand Dev, if you're watching this:
Cards of the same name don't need to each show their full nameplate when stacked. Just show the top border of the card above the nameplate.
Loose cards of a single type should stack very aggressively across the entire board into a single stack of the same type instead of plopping into a confused mess.
There needs to be some kind of "Magic Thread" or string type thing that you can connect from place to place so they take from each other when they have a surplus.
There’s the “right click to freeze cards” mechanic… if “new” cards were drawn to frozen piles, that would work well.
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