Mermaid Colony Part 2/2 - Slow Death of a Colony & Some More Game Review

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Published on ● Video Link: https://www.youtube.com/watch?v=RoLwa9DG8Qs



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Duration: 35:56
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Continuing our "first 20 minutes" game, we soon hit a production bottleneck in the fact that we don't have a 2nd storehouse which could be worked by additional haulers, and while we're building it, a stray enemy destroys our first storehouse, rendering our colony unable to do any work, condemning it to a slow, agonizing death by starvation. While we wait for that death I took a moment to think of some suggestions for what could make the game better.

I think I already mentioned a couple of these things in my first video, but my suggestions for this game would be:
- Better player onboarding (introduction quests - building a house, pointing out basic connections between various trades)
- Better defensive capabilities (towers? something with lighthouse? defensive safe zones? guard mermaids who can patrol?)
- Better control (set task / building priority, override queue by giving a direct move / work command, more ability to react to negative events)
- More engaging building (I really liked the idea of being able to build dwellings adjacent to each other for some kind of bonus, but in the end the bonus is just that they're harder to destroy. I think it would be cooler if some other bonuses existed, like a bonus dwelling slot for each extra dwelling, or some other bonuses)

Overall, Mermaid Colony gameplay is slow & often unintuitive, and as much as the game hits a good atmosphere, it doesn't work as a relaxed city builder due to the urgency of problems when they do arrive, and the lack of a good overview of what the obviously logical next step is.

Also, on a personal level, I think the premise of a mermaid colony is really cool by itself, and doesn't need the player to be some human dude on a throne. If anything that made the game less appealing to me.







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