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Incline Shadows Of Forbidden Gods: The Sleeper Has Awakened

Alpharius

Scholar
Joined
Mar 1, 2018
Messages
607
Seems like pretty good game so far, already lost one match.

Things i didn't like:
No supply system for armies (other then they get rekt slowly if their home base loses population).

Naval invasions no different than land invasions cause sea hexes are the same as land hexes except for not having any stuff in them.

Accumulated lots of menace on one of the agents, 6 heroes started hunting him but could never catch up as long as i chose the correct hex to escape to each turn. Though i guess might as well not abuse the AI in such cases.
 

Axioms

Arcane
Developer
Joined
Jul 11, 2019
Messages
1,630
The game isn't low effort. Bobby just made some design choices that were not great for UX. Dude is supporting a dozen monitor resolutions no one uses. There's several other major UI issues also.
 

Storyfag

Perfidious Pole
Patron
Joined
Feb 17, 2011
Messages
18,089
Location
Stealth Orbital Nuke Control Centre
I recall playing the demo and not being able for the life of me to find some crucial element in the UI. Agent menace level, or organisation infiltration level, or something like that. The way you guys write, I guess it hasn't been fixed?
 
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Axioms

Arcane
Developer
Joined
Jul 11, 2019
Messages
1,630
I recall playing the demo and not being able for the life of me to find some crucial element in the UI. Agent menace level, or organisation infiltration level, or something like that. The way you guys write, I guess it hasn't been fixed?
The UI still sucks and the tutorial doesn't point out key elements, so yeah. Tom Chick went *off* on the UI and tutorial and lack of in game mechanics database as well. Basically it doesn't give you the info you need on shadow and you need to go to the fan wiki to get that info.
 

Axioms

Arcane
Developer
Joined
Jul 11, 2019
Messages
1,630
There's now DLC for the game:


The thing that stops me from playing SoFG despite it being otherwise unique and awesome is the UI. Bobby really wants to support lots of shit-tier potato pc resolution sizes that cripple his ability to have a good UI. Otherwise I'd def buy this.
 

Desman

Educated
Joined
Jan 12, 2023
Messages
556
Just started, the game is interesting but the atrocious UI and lack of feedback is really painful. Some actions are also repetitive and there is a lot of spamming "end turn".
Honestly it looks like an alpha but apparently it's the third game, i don't really want to play the first one then lol.
I don't know how you get the info about deep ones or death level in a city, i have still no idea how Orders work too.
Oh and i still don't get how army fights or if you can control them.

Some strats and agents seem completly broken. I had a guy who could basicly "stunlock" heroes forever. Since i had another agent with very high menace in the same city every heroes would try to hunt him and then get stuck in the city. It was absolutly ridiculous, i had like 12 heroes in the same city at one point. My main guy would fight them but the AI was spamming too many heroes so i could not kill enough of them since i had to spend time and money replenishing lol.

Balance wise, it seems to get harder with map size, a small map is basicly autowin just with enshadowment. The problem is to find the sweet spot where the game is challenging but not too punitive. The AI ability to spam trash heroes is kinda annoying too because fights are not interesting at all.

I would have liked to be able to move and get "actions" on every tiles and not just cities and road too. Would probably be a nightmare for the AI tho. There is a massive potential for an improved version imo. Make the game easier on the eyes, better UI, cleaner and cut all the boring "spam" stuff, make it faster. It's really boring when you have to wait 25 turns for a simple task and the only thing happening is the same kind of events (there are only like ten seriously). Add more content (items, events whatever...) and try to make combat a bit more interesting maybe (adding actions/spells and allowing multiple heroes/agents to join).

I think it's a one man work but as often (see Pierre or the dwarf fortress guys) even if those guys are brillant they have no idea about how to get their game to the next level since it requires you to work with OTHER competent people and having business/social skills :negative:
Kinda sad that no other developer tried to do something with this concept (except the scam kickstarter game lol).
 
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Desman

Educated
Joined
Jan 12, 2023
Messages
556
Let's face it - it is a primitive low-effort game.

Disagreed.
It's not "low-effort", (it's actually the opposite, it's a gigantic doomed solo effort lol) but you get the idea, the guy is acting like Terry A. Davis when his main priority should be to find and work with other talented people to take his game (or the sequel) to the next level. He could start by taking a look at the feedback from the players for exemple, many glaring issues with his game. Ok maybe he is paying attention but there is no communication on the steam forums afaik.
 
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