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🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Hello, I have been going over the reviews from curators and such and I feel I need to address some of it. UI The main complaint I hear from reviewers that have never played the game is primarily visual. They complain about the UI being basic and limited tool tips. The game is in early access and it is true the UI is basic. however, if you look at other early access titles it is much better than a vast majority of them. I don't tend to play games because their menu screens are amazing and it perplexes me why they are so hung up on this. It will only get better. The UI is not a reason to hate the game. Tutorial As far as a tutorial, it is not a difficult game for anyone who is used to TBS games to figure out. There is a full walkthrough on the youtube channel and and we are working on an interactive tutorial. If you ask actual players it takes them about 1-3 games to master the mechanics. Permanent Decisions You have to make permanent decisions? This is a misnomer. You have to build your domain but in no way is it permanent. The choices you make may impact your current domain but you can always add to it or create an entirely new one if it is destroyed. You are regularly provided essence to enhance your domain whether you win or lose and even if you have nothing and are in the void you can generate a brand new domain for little to no essence. Losing your domain and rebuilding is part of the fun and challenge of the game. It is not something to be dreaded. Allowing players to directly reset their domains or choose their hexes would completely destroy the concept of working with what you are given. In the end everyone would have the exact same domain and what fun is that? There is absolutely no permanence in Primeval so the reviewers that tout there is are wrong. Power Imbalance In a game by game basis you may come across a player that has a bigger domain than you and more units. This may look like a power imbalance but in many ways it is not. Smaller domains are much more agile and are able to get resources much faster, Larger domains have to mitigate their sprawl to keep getting resources they need. Also, you gain much more essence playing against a larger domain than you do smaller ones so even if in the end you lose your domain you will have reaped lots of essence to build a new one. That said, we originally gave new players 3000 starting essence which was an extreme amount. This lead to massively large domains so we did reset the players recently to put them all on a more even playing field. However, that is not expected to be a regular case. The game balances itself in many ways, At this time new players receive 1500 starting essence plus 100 daily essence. That will be increased to a 7 day rolling reward in the future. You also gain essence from mini-games and soon to be single player games. A powerful domain is only a loss or two away from a mediocre one :) That is the beauty of the system. Single Player We are working on the single player experience and should be live by mid to late April. AI is interesting in Primeval because they are actual players as well. They manage their domain between games just like players do. They have their own personalities and styles but are under the same constraints as a player. They work with what they have. Conclusion TL;DR Primeval is very unique. In a lot of ways this has led to reviewers misunderstanding it and they treat it very harshly. Games which are basic copies of other games are given preference because you can say simply it is like Slay the Spire. You cannot compare Primeval to a typical CCG or deckbuilder. We are very dedicated to the success of this game and think it has a lot to offer if it is given a chance. The strengths far outweigh the weaknesses and it is only going to get better if allowed to. Thank you, RGS
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