103 people found this review helpful
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Not Recommended
0.0 hrs last two weeks / 0.5 hrs on record
Posted: 15 Dec, 2023 @ 4:09pm
Updated: 18 Dec, 2023 @ 6:53am

Early Access Review
No. Not yet.

Don't get me wrong - the aesthetics are great, and the style is generally consistent, however the direction of changes between last playtest and Early Access release version is... let's say concerning at very least.

Admittedly it might be an issue of overly high expectations, however I had hoped for game that would increase in variety and complexity, rather than active removal of what made one of schools unique.

Let me elaborate: During last playtest (at least early playtest, didn't have chance to play near actual release) Lightning Magic had additional effect of 0.5% on getting 'gifted student'. This encouraged using specialized character (Lightning mages) to summon students. Currently this modifier has been removed as far as I can tell, rather than adding such modifiers to varying 'schools' of magic, each that would encourage using specialists to specialized tasks.

Currently the only difference now, while sure it TECHNICALLY does encourage specialists, is work speed. On lower magic levels the differences are quite notable, however as levels increase the difference between each +1 becomes lower due to linear progression of work speed. This in turn allows multiple 'teachers' and 'students' to work at the same efficiency as one specialized worker.

To put it into perspective. It is as if Leonardo Da Vinci's work had no quality difference from a toddler with crayons, with only difference being how fast they made their art pieces.

Unfortunately this is not the only immersion breaking element of this game, as it is now (15th Dec 2023, soon after Early Access release). And yes, I am well aware that the following list is a subject to change.

Before we start, let me paint You a picture of a grand tower filled with magic and great many students walking through the halls and staircases of temple of knowledge, where experienced and well versed in their fields teachers share their vast knowledge and experience to the young minds, and explore into unknown, protecting and teaching the new generation in the ancient dungeons of this mmagical school, where danger lurks. In the underground both dangers and wealth of knowledge and experience can be found.

Got it?

Great.

Now let us move to the practice:

Remember the tower? It's gonna be massive combination of various jank (highlighted by the roof tool having literal jankiness slider), mostly to fulfill few 'keywords', that will make any mention of semblance of sanity of original architect (technically the player) a joke. Unfortunately 'towered' seems to be extremely overused, as is elevated, which means that the tower will basically often be reduced to single staircase with rooms on the sides, with great care taken not to finish the building by accident.

As per experience and well versed teachers. There are 2 main mechanics regarding skill of teachers and students. First is wand - it will define primary magic school skill. No variation here, unless we talk about 'gifted' students/teachers. They will get additional level. On top of that they will get few additional 'points' in non-main magic school. Once student reaches their cap it will STAY that way. No matter the 'experience' they got in real life, rather than throwing a single spell on a magic stone.
Second is 'medal' mechanics, which basically is a set of challenges that students (key word here) can perform to get some permanent bonuses. Did You get promoted to teacher before You got one of them? For example You made 999 out of 1000 casts of spell? (exaggregated) Tough luck. Or more precisely - unable to learn anything ever again.

This in turn leads to 'wise old and experienced wizards' get far outperformed by a guy who got a wand a day before, just because the wand was good enough and the 'wise teacher' just happened to have a glorified stick rather than wand.

This is more pronounced in the non-customisable and randomized 'Founder' ghost. You know... the mage that was competent enough to create the school in the first place, who just happened to stay in the school grounds for perpetual and eternal torture of working. Why torture? Because every kid with a wand will be better than Founder. Thrice in fact in their main specialisation, but I digress.

All of this in turn means that there is no real reason for teachers to go with students into 'underschool' (the dungeons part). Best way to get students to improve?
"This is a door, You have your wand, go kill that eldritch horror that may hide in it. Good luck you're on your own". Why? Teachers get no bonuses from their stature, students on the other hand may and often do have 'tasks' to complete. More students at the same time = more chances to get some of them at least partially done.

So, what do You do with one of Your most advanced and well versed teacher that somehow was too busy to get thrown out of your school for scrolls? (Scrolls being research resource) "Oi, mate, go die in the dungeon. We need a ghost to gather that flower just to make it faster for others to heal up in our hospital".... "oooh, you survived. Shame. Get up from this medical bed and get the heck back there, whan I say we need You dead I meant it".

Wealth of knowledge on the other hand is quite appropriately put. As basically your 'researcher' (usually a guy or gal with lightning wand) needs some scrolls to shoot lightning bolts at specific magic device. Basically scrolls are either obtained from underground, or by what is basically a diploma mill. Get a new student -> give him some basic training -> get rid of him. Sometimes get one of those poor souls that live long enough to survive and give him promotion into academy staff. In package - More work, though given You will be overworked anyway there's less chance that You will be thrown into combat... Oh, and You get older. And lack of future prospects is included for free.

And You could in fact say 'but it's the wands that are the key to skill levels, and that's how it was balanced around'. In response to that I will say yes, this is how it was balanced around. Badly as it is now. Just get more idi... ekhm... 'teachers' to work for no further pay and perspective and get them to work concurrently. Not that it's gonna be needed most of the time anyway as everything is either relatively fast (research is surprisingly low effort if You adhere to eye watering designs forced by (especially 'randomized') keywords. Biggest issue will be construction materials that will be only necessary and problematic early game.

What could be done as alternative is to rather than have hardcaps use softcaps instead, and provide some experience as character works, with 'normal peak' at level that developers find 'good representative' for progression. And here's the trick - increase ALL costs by factor of 4 (for example) if not more. Make 'normal peak' level multiplied by similar value. Make experience needed for every further level exponentially higher than previous. Congratulations - now You simulate trying to push a wand to its peak, rather than wand having 'unfinished user' using mechanics dreadfully common in e.g. 'incremental games'.

In similar notion - unfortunately research is also equally flat - generic scrolls are all that is needed. Perhaps having a series of 'research resources' or at very least different 'magic spells casted' might be a good idea. For now it's lightning only, while different branches are quite 'themed' to say the least. It felt as if lightning needed just 3rd generic 'work type', rather than to put in line specialists thinking how to work on specific task/invention. Think of it as e.g. Corporate recruiter thinking of a way how to raise new types of animals, find new cure for cancer and on the side - play with idea of new decoration or architectural feature. This is current state of research.

TL:DR - Concept is good, there's untapped potential. A lot of it. Unfortunately - untapped.


Edit log with changes and additional notes in comments due to char. limit
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26 Comments
VR 29 Dec, 2023 @ 2:30pm 
2) If we're talking mechanics, the game would benefit from a career path mechanic for teachers that works similarly to medallions but offers them bonuses for keeping on top of their own ongoing studies education and adds more significance to retiring a professor with justified bells, whistles and bonuses. Same for specialisations, because right now having dedicated specialist classrooms feels like a waste as well unless more is bolted onto them.
VR 29 Dec, 2023 @ 2:30pm 
1) Part of the issue of the immersion changes is that the "wand chooses the wizard" here so naturally a higher ranked wand will pick someone more able to use that wand inherently. There's already justification for the lack of individual character evolution baked into the game for why the characters can't change. That being said, I don't understand why non-skill up medallion buffs are locked and can't be added to existing teaching staff for stuff like assembling faster/alchemy when part of teaching in and of itself is ongoing learning to provide to students. It's not like the wand prevents them from learning how to harvest bushes faster, right?
n8phen 29 Dec, 2023 @ 11:43am 
Christ dear, even though I agree with some of your points, I can tell from your review and your comments that you're not exactly good at making things clear and concise.

As someone far more intelligent than myself once said, brevity is the soul of wit.
Eruannon 29 Dec, 2023 @ 2:27am 
[2 of 2] Anyway, let me get quickly to the other point You mention - I disagree that adding non-combat bonuses to schools of magic would be a PITA. The idea would be to encourage specialization, that the game already is trying to do (poorly) by affecting crafting speed, don't get me wrong - I am not suggesting adding dedicated series of medals, just additional effects to the skill levels beyond just crafting speed. One effect that comes to mind would be adding a chance for additional % of drop when gathering, or crafting, or a % chance (rolled per ingredient) to save that ingredient when crafted by well skilled crafter. Yes, some people will try to get 'perfect' team (though it already is quite impractical), though the core idea would be to differentiate magic from one another, rather than just using it as interchangeable multi-tool.
Eruannon 29 Dec, 2023 @ 2:27am 
@VR - [1 of 2] I agree that large portion of player base will ignore the issue of immersion design choices, nonetheless this is aspect I did not see mentioned often in the other reviews. And I also agree and recognize the role of a ghost of a founder as a crutch. Unfortunately this is part of the problem in my opinion - using entities in game primarily as a mechanics rather than as a characters themselves within the storyline. Don't get me wrong - there are a lot of people who don't care, though for others, me included, this may damage willing suspension of disbelieve and immersion where they no longer get sold on the fantasy of building a school of magic. Unfortunately such lacks of coherence between fantasy a game is trying to 'sell' and reality of mechanics becomes more common in games as years go by.
Eruannon 29 Dec, 2023 @ 2:26am 
@Costeq - if You had focused on content of the feedback rather than just taking a look at what Steam time is saying You'd notice there are mentions of 2 mechanics that indicate the clock might not be accurate. First is mention of the lightning specialization mechanics that was present in last playtest (at least early part of it), and not present at all in Early Access release, which indicates that there was a playtime in the playtest.
Second is mention of ghost gathering mechanics, which if my memory serves me correctly would be difficult to take a major player focus of in half hour indicated by steam. Or You could have read comments that mention the gametime discrepancy, as recommended in the last line of the feedback.

In general though I'd recommend taking a look at content rather than author, as even if You disagree with an author almost always - as the saying goes - even broken clock shows correct time twice a day.
VR 29 Dec, 2023 @ 12:43am 
From what I've played so far, I doubt most players are going to notice any of OP's complaints or even care. The ghost is your crutch because he never sleeps and can work forever early on and every single student summoned is different enough that adding further specialisations to the spell schools beyond combat would be a giant pain in the arse. Remember IV breeding in Pokemon? Summoning a student with the ideal specs you need involves just as much RNG to the point where arguments around balancing should be about bad luck protection or someway of specifying traits further.

A far larger problem is how many objects are gated behind research points that are also a pain to get early on and limit your building options for... reasons, apparently.
Costeq 28 Dec, 2023 @ 8:06pm 
Quite a lengthy rumble for someone who has 0.5h playtime on record xD
Eruannon 27 Dec, 2023 @ 9:19am 
Sileka - Well I guess the reading in modern days is getting less liked by the year.

If You hadn't noticed there is one, massive, underlaying problem that I believe is not only crucial but also - shown in multiple cases, while not mentioned by You:
Immersion Breaking Design Choices.

Also - I decided to write all of those in detail, just to avoid people claiming I know nothing just because the time is shown at 0.5h due to playtest not being counted.

Finally - Frankly speaking - I wrote the review in the way that I would have prefered to have read - highlighting the key reasons for not recommending the game in the first place, rather than adding set of all things considered - non-impactful elements like 'sure, the colors are nice, and animations are good for what they do', as players like me are focused more on gameplay and world as presented rather than just some pretty animations. Kind of focus that made Dwarf Fortress cult classic even with ASCII graphics.
Sileka 27 Dec, 2023 @ 7:44am 
I have a hard time believing you needed to write a full on essay about why you dislike the game, rather then presenting a palatable review.

Detailed reviews can be good. This is not a detailed review, rather a rant wrapping itself around a few points that get repeated:
The game is repetitive and dull.
Schools of Magic all feel the same.
Doesn't feel balanced properly.

Kudos, however. You took something that you could have summarized in 17-27 words, and stretched it into 1363 words.