A Big Batch of Ideas in One Black Plague Zombie Survival RPG - Plague Lords
Вставка
- Опубліковано 6 вер 2024
- Plague Lords gameplay with Splattercat! Let's Play Plague Lords and check out a game where you'll lead a team of mercenaries into a zombie plague to find and rescue a dignitary.
Download Plague Lords : store.steampow...
-----------------------------------------------------------------------------------------------------------
Nerd Castle on Twitch: / splattercatgaming
Twitter : / splattrcatgames
Discord : / discord
Support The Nerd Castle on Patreon : www.patreon.com/splattercat
Steam Curator : steamcommunity....
----------------------------------------------------------------------------------------------------------
It looks interesting, but it's a huge turnoff that you have to individually feed/water your troops. Either combine the meter and refill it for the entire army, or have them eat automatically out of your inventory to maintain their meters.
Yeah, when I saw that, my interest immediately dropped. That sounds tedious, not fun or tactically challenging.
@@Muenni The complexity is cool to have in the background as something you can influence/be influenced by. But having to individually micromanage it constantly isn't great.
It's too much like having to be mother to a bunch of grown men, you're expected to do everything bar wipe their arses for em.
Maybe that will be in a mod.
It should be done automatically and you should only have to worry to gather these resources
It’s not even on EA so it definitely will get changed in the future
Mousing over portraits should show their info, and after labor they should re-equip their gear.
They're smart enough to complain about fight or work and disrobe, but then happily walk off to battle in the nude
For food, either automate them eating from the pile, or have a rationing menu that shows everyones hunger and thirst, and allows you to assign from there. A commander doesn't spoon feed his troops individually, he lets them feed themselves at the mess
Or have it be a requirement that you build a structure that makes it automatic. Either or. But as it is, agreed, it's too much micro management.
I like the art style, it's very attractive. I think Splatty's absolutely right there seems a little too micro-management, probably needs that fixed.
i like the character portraits and i really like that it looks like a tabletop game
Hey splat. I just wanted to say, I'm grateful for your videos.
25 minutes of mentioning logs before the Ren and Stimpy reference, I knew Splatty couldn't resist
It specifically told you that you needed a "sawmill" splat 😂 it literally said so as you were saying "idk what they want me to build? "
I guess you got it figured out in the end 🙃
He did but game wanted sawmill in specific tile
@@Glebasik148he put a woodcutters hut not a sawmill
@@wisdomneeded1487 in the end he build woodcutters hut in a different place and it counted
I always put these kind of games on my wish list, and one day I may actually complete one of them. :D
I love the idea of the game. Managing squads of soldiers while they rebuild and fight off zombies sounds great. The battle system looks neat.
Couple of things that could be improved (although I'm sure the devs have thought about these things and some of it might just not be implemented yet).
Agreeing with Splat that the food system needs streamlining. Would be great to have basic rations and water that tick down every day per soldier in the party; special food items like cheese, milk, beer, etc. could be used as bonus food items to improve morale or work speed (I'm imagining a system that's a combo between Mount & Blade and Wartales).
The same goes for arrows; just have it take up one inventory slot and have all the archers pull from that one stack.
A button that extends or hides the inventory horizontally would be incredible. Push the button and it rolls out into like 3x10 grid would be awesome. Push the button again or click away and it rolls back up. That way I can view my entire inventory at once without scrolling and then not have to see it when I'm doing other things.
Stack identical items in the inventory (or a sort function at the very minimum). If stacking adds too much to the carrying capacity, then make the total size of the inventory slightly smaller or limit item stacks to the number of units in the party (i.e. a squad of 5 can stack 5 logs in one inventory slot, but a squad of 8 can stack 8).
Perhaps backpacks can provide special inventory slots for use in battle for that specific unit rather than increasing the total inventory size (e.g. extra weapon, consumables).
Let units equip two sets of items; one for battle, one for working. Civilians wear clothes too, so letting them equip different kinds of worker uniforms could be neat. Woodcutters might wear heavier clothing to protect from splinters/branches/debris. Gatherers need quality gloves. Smiths need smocks/aprons. If one of your groups gets ambushed (meaning they don't have time to switch back to their combat gear), then at least they can rock around with a single pip of armor and smack zombies with their blacksmith's hammer or woodcutter's axe.
Quest said to build a sawmill, but the building was called Woodcutter's tent. I was convinced Splat didn't build the right building. Definitely make sure the names lines up everywhere. For buildings, maybe add a pop up or button that will show you what/where you need to build to complete the quest.
Quest and item pop ups are great, but I would absolutely add a red one that says something like "Hostile party spotted." Make it clickable and have the camera pan to where the zombos are.
Your awesome comment has not gotten the love it deserves.
just a friendly reminder that our favorite dev bros have been packing cyber knights with more content for the past 6 months (also st:f).
What's cyber knights, and what does it have to do with this video?
This gives me both Battle Brothers and Baldur's Gate vibes.
first playtest was NOT good. Agree with you 100%. The overall setting was amazing and I loved the design, but there was not a good enough tutorial and hand-holding in the beginning.
That hunger/thirst looks like micro you really won't want to be doing for even 4 people for very long let alone multiple dozens
I really like the art style; but the allocation of micromanagement seems very weird: on the overworld map you need to choose exactly which waterskin a given guy drinks out of and make sure that somebody has the pruning knife equipped before hitting the orchard; but in battle the entire squad, sword, pike, or bow, are just kind of 'in range' and click-to-attack; no positioning, no zones of control, no attacks of opportunity, no lines of sight.
Perhaps that's a deliberate choice; and the intended vibe is that logistical survival in some medieval plaguehole is hard, while killing is comparatively easy, for a bunch of private sector violence professionals; but it is a big surprise vs. basically every other turn based strategy game where logistics are either elided entirely or relatively compactly summarized rather than tracked loaf by by loaf; but you'd better have enough AP to traverse those 4 hexes and take a swing at the enemy.
i love the style it reminds me of an old game where you could turn trees into units it wasnt warcraft but i cant recall the name. i just think the combat needs improvement
Definitely need to remove the need to micro-manage hunger and water. Inventory management looks annoying too. I hope the devs consider your critiques because this looks very interesting.
"I need to go track down logs. They're big and round and wood."
A botanist as well as a geologist, eh?
Dead in Vinland had really good setup for this kind of game (turn based survival). Going this low level just kills the pacing and adds tedium without any positives. Not to mention Vinland devs could allow themselves to develop more interesting combat system and add more personality to the characters.
I agree with your comments : the UI/system looks tedious enough to make me not put it on my Wishlist.
Not sure if you'll see this, but ill still try! There was just a big update to Dome Keeper, and I think you'd really like the new elements they've added! I also think it be cool to hear your prospective on the updates. - love your channel! ❤
i dont know how splat can not see the "build a sawmill" for SO LONG
Agreed with your take Splatty. Neat looking game, but the granularity really is too much I think.
So you built a woodcutters hut and not a lumber mill, or whatever the other building was that was being called for in the quest.
I agree with you that it's too ... clunky and micromanagy ... I love the setting, and mechnics ... but manually feeding every soldier is mindless busywork. Plus, I think one is support to have multiple seperate working crews ... one logging, one scavenging food, one building etc... but the UI makes that unintuitive.
Year and a half ago when you played this game I could hear so so much more. Anyways I saw lots of potential in this game. Ironically enough I just saw the Decameron on Netflix and whenever I hear aout the pestilence thats what I think about lol.
I'm loving the minis in the pic
Nice video, game looks awesome but I agree on the UI
Thanks for showcasing! ^^
Why are comments off on the Grit and Valor video???
Thought dithering as soon as you went in the first group of trees. Also would love a few more frames of movement animation when walking from one hex to the next. Wasn't to big on the in combat attacking with melee doing long dashes. Some cool ideas though, would want to see how it looks in a bit more time.
water and good which are still an inventory space if you split your men but auto eat and drink. thats micro on something that would take away from the gameplay.
Fortuitous : happening by accident or chance rather than design.
This is a beautiful game. I really like the art style...it's stunning. The UI needs some work I think...seems to be the thing I dislike the most. The UI looks brilliant though graphically. The artwork is nice.
Can you play detective and find out who poisened the wells? 😉
Looks good, and the overall feel is fantastic. I don't mind the granularity, but food and water have to decrease at a much less rapid pace. I actually dont like the auto feed/water. Id prefer the feature taken out of its auto implemented, like what's the point? It's very hurky jerky, unclear and poorly instructed. Hopefully it continues to improve and the devs see these reviews and comments.
Wow, that does look interesting.
"Needed Carpentry Workshop", right there in the buildings menu.
Good look at what could turn out be a very good game.
Thanks Splatt, take care and God Bless...
Thanks for sharing this game!
But... it seems a bit tedious. Micromanagement on this scale - combined with the "turns/days to search"/move, and tiny inventory, combine to make it seem not very fun.
Even with the great art style.
This game looks really beautiful (except move animations). I didn't understand the melee combat. Why the units hit each other from so long range? The hero unit that could melee(?) attack three different targets seemed quite weird (and "unrealistic").
Looks good.
So full of promise but so full of little things that would end up causing so much friction that would eventually lead to giving up on it after a couple of hours. Besides all the micromanagement it also needs to be real time outside of combat. Who in 2024 thought that moving a unit two spaces and having to click end turn to just move across a field was a good idea???
excellent!
looks similiar to, the art style to some other games yeah
...it's better than bad, it's good...
I like the graphics and the gameplay reminds me of the Fighting Fantasy gamebook games. Not a fan of that inventory system, I hate that identical items are not stacked; horrible micromanagement.
Splattercat if i have a indie game how do i get u to play it ?
You didn't seem very enthusiastic in that intro
It has a good premise, however the lack of control around building things (let me place things with the mouse rather than rotating and hoping for the best) and the micro-heaviness turn me off of it.
Looks really cool, but why can't we have walking animations in indie games anymore :[
I will not play this game on principle.
I refuse to support any developer that thinks we would rather stare at tree-tops than be able to see the game going on underneath it.
Occlusion is built into the engine. There is no excuse for this.
I can see what you mean (pun only partially intended). It makes no sense, either. My characters would be able to see at eye level, why should I not be shown that?
I bought their last game, stay away!
These Dev are SHADY, they promise then move on.
DON'T BUY, IT WILL BE F2P a year later
🖤
Carpentry zombie. That would be Jesus.
it is very unpolished, But looks interesting
The camera shake/movement when the enemy are attacking should be removed. its hard to look at.
There trying to hard but it can be perfect if they listen and change
Why were comments disabled on your last video?
No idea, only reason I could think of is that the game is set in a timeline where the Germans won.
Edit: Yeah, looking at his twitter that seems to be why.
I figured that's what it was but didn't see anything about it on his Twitter. What did he say?
@@Ceabrus74 He has a deleted post which I don't know what said. But he replied to someone replying to it where he said "WW2 game so the vargs were out in full force.".
nazi flooded the comment section, he said on discord
I need voice overs.
Up
that movement design is painful
All the little fights seem kinda pointless and un-challenging. It would be convenient to bundle them into in single more challenging fight instead of simply being a nuisance. Unless you're supposed to have guys wandering around in groups of 2 or 3? In which case zombie attacks of 2-3 makes sense.
Way too much camera shake during combat. Makes my head spin. Just animate the characters flinching instead.
Bit of a disappointing review, every to stop and water/feed everyone individually every 2 moves looks more annoying than anything
Project Zomboid
This looks like it's about 99% art and 1% game. Hard pass from me. It doesn't look like the developer cares about their audience's time or that they have fun with things like individually feeding people. The UI is a fucking mess, the story is boring and the characters have no personalities at all. Literally any of the characters could be replaced with another character and you would never notice because all the characters speak in the inexperienced writer's tongue, or the edgy imagined version of themselves that they're Freudian slipping all over their work. This really feels like a game was retroactively made to accommodate someone's art portfolio. If you're making a game, make sure you have a good idea for the GAME. Not the art or the story, the actual game. There's no point designing all the player's uniforms if you haven't even decided what shaped ball you're kicking yet. Videogames are just games in video format. With no real innovations to the combat either, there are just superior products that already exist on the market that you should play before this. You used paper doll/miniature character models so you could focus on the important things (like battle brothers) and then you shit the bed while doing the important things. 5/10, thoroughly average, especially when compared to the aforementioned Battle Brothers, Wartales or the glut of cRPG games in the DnD and Pathfinder systems (Pathfinder is open source by the way, if you can't do you job and design games), there is just no reason to pick this up unless you've tapped out every other option. Even some games that are objectively worse than this are more interesting because at least they tried something different. This is the worst type of videogame. Just mediocre, not even bad enough to laugh at and a pale imitation of something that already exists, except with 0% consideration for the user experience.
The “avoiding starvation simulator” part of this game is ZERO FUN. there is no drama in starving to death. Get rid of it.
Ah...more meter management. Man I'm so bored of meter management. I love the idea of this game conceptually but goddamn there are so many meters.
The fighting is underwhelming as fuck
Why are the comments on Grit and Valor turned off?
I don't know what it is, but there is nothing I find appealing about this game. Usually strategy games are my bread and butter, but watching you play did nothing for me. Might just be the huge amount of gameplay ideas thrown into one game, the overly micromanagent nature of it.
6 yards attack range with a sword ... so while it looks like it, there's no combat grid and no positional combat, but a deciving isometric view on what is an old-fashioned primitive sidescroller combat. Blergh.
So this one is another pass. Why are you wasting my time with this?
Instantly lost interest when I heard "turn based" feel like that's an indie dev cop out, just like card based games.
Would have loved this style of game and art if you could control your main character and lead them in live combat. Doesn't have to be fast-paced, make it more strategic with you yelling formations with you fighting inside said formations.
What the heck is the deal with all these board games? Are they made for low class GPUs and cheap processors?
Indie devs work with what they can.
It's all about amout of work. The more complex content you make the more work you have to do. More work takes more time and money. Soo, devs have to decide how they make money as fast as they can.
Down