I've taken notes on a few play tests for build 1B. I've focused my comments on what is in game as opposed to what is supposed to be there or is planned.
Kingdom Selection - Specials that require certain situations to work need help. I chose the seafaring race and was placed in the middle of the land. This issue isn't as easy to solve as it might first appear, but it definitely needs reworked or it’s a waste having them in the game. I think most everyone would pick advantages that are guaranteed to be useful like research or farming
Random maps and placement - Random maps are fun, but they are not fun if your starting position sucks. I just started a game in a resource rich area and it seems to be a tremendous advantage. I think all the player starting areas should be balanced with the same stuff or at least an starting option for equal start areas. After this starting placement, I think its fine for things to be more random.
Building -
- You are only supposed to be able to build adjacent to a building, but you can build a string of buildings and delete the ones under construction to leave an isolated building where it should not be allowed
- You should be able to drag and drop to reprioritize the building queue. I couldn't find any way to reprioritize other than deleting and rebuilding
- It would really be cool if you could select a building under development and drag and drop it to a new valid location. Since the total fee for the build plan is refunded if you delete, then moving buildings on the map should be made as easy as possible.
- There should be an x to cancel the build menu, I had to hit escape to exit
- When you have a build queue the "Build" button is behind the queue. If the queue is too long, you have to scroll to the right to click it. It seems more intuitive to make it the first button and to put the queue after it.
- It is really annoying that the buildings always default to an Inn. I would like the building default to huts since they will probably be the most commonly built building and I would like the focus to stay on the last building built
- Confirmation should be eliminated for planned buildings… but should be there for destroying a building. It costs nothing to rebuild a planned building so no need for extra click
Units
- I think units should have an identifier as to whether they have orders plotted or not so I can tell who I have to issue orders to at a glance
- I brought a new scout on the map and a black widow appeared in the woods 8 spaces away from my city. I had another scout 2 spaces away, but the widow didn't appear on the map until I brought on the new scout. Seems fishy to me.
Crashes
- I left the game for an hour or two and it was crashed by the time I came back
- Definitely get some crazy results if you start another instance of the game with one open. One time the game just froze, another time it started but all the text was gone but everything else seemed to work
Misc
- Healing nectar worked but there should be a message that it worked and the result. I found it hard to use as well. I don't know if there is a delay or what, but I clicked it a bunch of times before it worked
Research
- I like the endless research paths and the variety. The more the better as long as they are all relatively balanced because it will provide a lot of variety to strategies. It will just be a bear to balance
Movement
- Moving one hex a turn makes the map too big.. I don't know how you would run this game multiplayer unless turns were simultaneous with a timer. I can see games taking hundreds of turns which is impractical for pbem.
- Spells with portals/teleport would be cool and fast units necessary