Kingdom, Dungeon, and Hero

Kingdom, Dungeon, and Hero

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Kraken Studios  [developer] 13 Jun @ 6:18am
Player Feedback from Nextfest
If you saw the Nextfest stream and/or played the demo. Please feel free to leave feedback to the game. Positive or negative everything helps me improve it. I like hearing feedback.
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Showing 1-15 of 31 comments
Kraken Studios  [developer] 13 Jun @ 9:04am 
I updated the demo to clearly mark the rulebook and tutorials on the main page. A youtuber said there was no tutorial so I figured he didn't know what the YT icon meant.
ASP 15 Jun @ 6:12am 
What to feedback to a demo without opponents? Looks interesting, but it cannot be rated in it's current form. Add AI to the demo if you want a feedback about the game not just about UI.

Now my feedback about UI. It's not hopeless but annoying and need a lot of polishing.
It's annoying to search for a critical information. Like what +/- balance of resources I have each turn. The game shows your "gold 10 food 20 wood 14" etc but you need to open other windows to find that you're gathering not enough food. Just change it to "gold 10 (+5) food 20 (-3) wood 14 (+1)". And add a hint to each resource which shows details like "+20 food from farms, -15 to civs, -5 to military, -3 due to low stability".
The turn summary screen is awful. Why so much text? No need to show an essay about a shortage of food. Just show "gold +4 food -3 wood +1" in green/red colors. Dont show big list of kingdoms that give science bonus, just show "Science bonus from pacts +10" and add a hint to this line with a list of kingdoms. Replace all names of kingdoms with their coats of arms and add a hint with a name to each. Rework the remaining UI with such approach.

The fine for 'truce offer' is huge (-10 stability). I have no idea why AI agree or disagree with my offer. With low stability your kingdom is dying very fast. So there is only one way to end the war for sure - conquer the enemy completely. Show the numbers at the offer button like "Enemy wiil agree due to -20 base value, +10 occupied towns, +10 low enemy stability, +5 low army str".

Dungeon crawling part is fun but something "out of focus" from the rest game. When you're playing a strategy and have some plans for the next turns, you don't want to get distracted by dungeon crawling but you have to do it to find artifacts and level up your heroes.

Good luck with development. The game has a potential, just polish it more and make clear to a player what is happening and why. And show the AI because right now it's not a game.
Kraken Studios  [developer] 15 Jun @ 10:15am 
Thanks for the feedback. I took a look at the kind of games you play. They are very different than KDH. This game might not appeal to you. KDH is a wargame + adventure + 4x lite. Often wargames have a lot of text and the UIs are constructed a bit differently than traditional games due to the amount of information. I tend to build my games to present abstract concepts than hard numbers to players so it has a more real life feel on decision making. It means min-maxxing is very difficult to do.

As for the A.I...... this is a demo. It has no A.I. and no save. It is just for players to get a feel for it.

I will look at your UI concerns one by one to see where I can improve it.

The A.I. makes decisions based on logic, the situation, and its position. Each of them also has a different goal in the game. But if the human player gets too out of line they do notice.

Thank you for the feedback.
ASP 15 Jun @ 11:18am 
Originally posted by Kraken Studios:
Often wargames have a lot of text and the UIs are constructed a bit differently than traditional games due to the amount of information. I tend to build my games to present abstract concepts than hard numbers to players so it has a more real life feel on decision making. It means min-maxxing is very difficult to do.
A lot of information doesn't mean it should be a suffering to read this information. Make the information structured and easy to get. Just keep in mind that a player wants to fight against opponents in a game, not against a game's interface.
The abstract concept is a very thin ice. It's a game, it has rules and these rules are unknown for players when they start to play. Players don't see the game like you see it. If a player don't understand the rules, he has no interest to play, because he can't predict consequences of his actions. So you should be very careful with the 'abstract concept'. Even if a game is throwing a dice it should tell the odds to a player.

BTW I forgot about one more thing in UI. I didn't find an information in the army window what resources I need to reinforce a unit. Would be good to have a hint at the 'plus' button or somewhere else.
Kraken Studios  [developer] 15 Jun @ 2:22pm 
Perhaps you have an older version and missed how to play the game.

On the main page there is a rulebook link and a Youtube tutorial link. I put words above them just recently. I noticed someone mentioned they didn't see it.
Kraken Studios  [developer] 15 Jun @ 2:24pm 
The little blue "i" next to some words have a tooltip to show what they are and give some information. Many buttons have tooltips.
ASP 15 Jun @ 3:33pm 
Originally posted by Kraken Studios:
The little blue "i" next to some words have a tooltip to show what they are and give some information. Many buttons have tooltips.
I have used 'i' buttons twice. Never seen the tutorial or video. Started the main story without any knowledge about the game. And almost all was clear for me in UI during the game. Good job. Just some things were annoying, like resource balance which I need to check each turn in some hidden windows. And a wall of text in 'turn summary'... And truce roulette... Like I wrote before. Such things may seem not so important for the core gameplay but they are ruining all the fun. I also had a feeling that economy is broken but I can't be sure in a hollow game without opponents.
Ricochet 15 Jun @ 9:32pm 
Tooltips box is too little that it won't show everything, only a sentence at most. I stopped playing after seeing that. UI text can't be scaled.
In preparation for the launch I have been reading the rulebook and every lore text in the demo.

A couple of thing I noticed:
1 - can we NOT play with Aislar savages ? I don't find them in the selection menu.
2- the lore text for Moritor and Eternally Coven is the same.
Kraken Studios  [developer] 16 Jun @ 5:12am 
@Ricochet
UI can be scaled. [ and ] increases or decreases. SHIFT+ENTER resets.
The "?" on the right side of the menu is a technical manual.
Rules book and tutorials in the main menu and are labeled.

The tooltips give you some information. But this isn't a AAA title. It's just me. So I can't write pretty tooltips like CK3. It would take me months to do so.

What the game does give you is a lot of depth with medium complexity. Vary hard to min-max. But it might not suit you.
Last edited by Kraken Studios; 16 Jun @ 5:19am
Kraken Studios  [developer] 16 Jun @ 5:14am 
@LoonStriker
#1 I forgot to enable that kingdom. I will do so in the next update.
#2 I will update it. Must have accidentally copy pasted it.
Warlok 16 Jun @ 8:10am 
I already mentioned elsewhere my appreciation for this game, so...

I'd like to be able to select the place underneath an army by clicking it a second time.

ASDW scrolling seems ideal for this game. Its absence seems unusual... doesn't feel right. Scrolling around with a held mouse button is more laborious than necessary; also more hazardous if you absent-mindedly click the wrong button with a unit selected.

I'd like to be able to view Heroes and their stats/traits *before* I have hired them - I assume a party comprised of the same alignment is beneficial.

I utilized the Info screens quite often. Kept things simple and told me what I needed to know.

I do have a concern overall. The mention of Corruption makes me leery. I think "timer" when I think of that.
excellent game
I played the demo and found that this game is a simplified version of existing games in many ways. For example, the number of technologies is small, and they only provide numerical bonuses without adding more interesting elements like units or buildings. The building system is also quite rudimentary, with only a dozen types of buildings, and like the technologies, they only offer numerical bonuses. I tried the dungeon exploration part (which is what I was most interested in), but the complexity felt shallow. The same goes for diplomacy; for instance, trade agreements only add a 5% increase in gold production. Both the empire-building and dungeon parts seem somewhat shallow. Maybe I didn't experience the game in the right way, but I was hoping for a game with more complex systems, similar to the Dominion series or Shadow Empire.
Kraken Studios  [developer] 16 Jun @ 10:53am 
@Warlok - doesn't work with the 2x click as this game has stacks of units. But you can ALT+LMB to select a place and go to the districts menu. All the special actions are in the "?" > Interface section of the menu.

ASDW - Options > hotkeys on right hand side

Heroes and stats - Part of the mystery. The more gold they cost the better they are. Just like in real life... you don't know exactly who you are hiring until you work with them,

Curse - You can defeat the servants or build Nullifier buildings to drop the curse. You can also TURN OFF the curse when selecting scenario options. You don't have to play with it on.
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