As a game developer Early Access is awesome and terrifying and weird. It's awesome because we get a ton of feedback from a huge audience of strategy fans. It's terrifying because we're lifting our kilts to show you a buggy, unfinished game. It's weird because we used to have to beg people to play betas.
But let's skip right ahead to the AWESOME part. We've got tons of additional content, massive balance updates, endless bug fixes, and some big new features coming your way as Early Access progresses. Feedback from the fans is so important to us and often guides what we focus on next. With that in mind, we'd love to get your thoughts on things like; What features are fun? Which ones aren't yet? What's confusing or frustrating? What difficulty do you play on?
We'll also have a handful of more specific questions as time goes on. One that comes to mind involves how we handle Quest interactions. Quest interactions vary between obvious (ex. offering a guy a job will probably get me a free unit) and unexpected results (ex. slapping a Warlock with a severed hand get's me what now?). Do you think the choices should be explicit, even including icons for likely results next to each text option? Or do you enjoy making choices based on intuition?
See this note for the best way to get your feedback in front of the dev team http://forums.sorcererking.com/458096. There’s always a lot of it to go through, so any organization helps.
Thanks to everyone who's getting into the Early Access and special thanks to those who take the time to give us your thoughts on the game!
Here's a sneak preview of some of the things the team is working on now...
Sorcerer King casting spells against you in the tactical battle (you're not the only sovereign that can use magic to turn the tide of a battle).
Crafting iteration: We're adding lots more recipes. UI flow for equiping/comparing is tedious. Need more consistent item drops tied to enemies/locations (where can I get some damn Cedar Oil????!?!?!!)
Lots of new animations & FX for tactical abilities and spells
Adding more variety in damage types; Ice, Fire, Lightning, Poison and setting them up more clearly as unit abilities
Tons of bug fixes
Adding some slick FX for when you decrease the Doomsday Counter
Producer, Sorcerer King