Home Forums General Discussion Kings of the Realm (beta)

  • This topic has 6 replies, 6 voices, and was last updated 11 years ago by Anonymous.
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    • #8959
      Anonymous
      Inactive

      Made by Digit Games in Dublin

      https://kingsoftherealm.com/

      I played quite a bit of this and I have to say its very addictive and enjoyable! Congrats to the guys for making this quality game, even though its a beta the quality shines through. Nice one guys!

    • #50600
      Anonymous
      Inactive

      Seconded.

      Having good fun with this. Sign up for the beta and take a swipe at fellow gders.

      My username is Nifty, and my realm is the one perpetually on fire. Its a cunning meta ploy to see my vassals warmly through the winter months.

    • #50601
      Aphra K
      Keymaster

      yes folks get in there and give your feedback.

      Aphra

    • #50603
      Anonymous
      Inactive

      Thanks Kyotokid, Nifty and Aphra. Guys in office are reading the chat feed and all KOTR forum posts so all feedback gets real consideration. Lots of great ideas for improvements already received.

    • #50604
      Anonymous
      Inactive

      Hello neighbour who kindly hasn’t attacked me ! :D

      Really needs some sort of Hospital/repair shop to auto heal damage over time (after a delay) as defences are next to useless. After the first fight or two you are completely exposed to everyone, not just the initial attacker. Getting close to the similar point where I quit Travian.

      But I guess in these sort of games if you’re not playing aggressively, you’re doing it wrong. I’m more of a defensive player.

    • #50606
      Anonymous
      Inactive

      Hey,

      Apologies if any of this has been covered in the feedback forum, I literally just started playing the game last night and havnt had time to go through it all yet:

      Here’s my thoughts:

      Having been part of the original development team for the Counter-Strike/ mmorts "Final Battleground" and developing a UI for use in browsers I have to say I really do like this GUI. It’s clean and sharp and compliments the buildings and assets very well.

      I did find the mouse to be laggy when running in chrome though, I know this might be a hardware issue and going into fullscreen mode overcame this issue but a v-sync toggle in the options menu would be nice and I think gamers appreciate having more options.

      Secondly, I know its a beta but there was a sheep sprite on one of the buildings (I think in the food district) that had some nasty clipping and clearly needs more padding on the spritesheet.

      Lastly, In the past with browser based games that are accessible to more people the tendency is to hold users’ hands and walk them thru things at the start; I definitely felt the landing was a bit harsh in terms of not showing you where the different districts were. My reason for this is
      the game hurries you by telling you "time is running out", but then doesn’t actually show you what you can do about it.

      I’m all for sharp learning curves and making players take charge rather than molly-coddling them but would there be any harm in having some kind of "District markings" on the screen? Even just an initial waypoint?

      I know, "less is more" and the best UI’s get out of the players way but because you cant zoom out to get an overall few of the entire map it’s hard to get your bearings at the start so a little indication wouldn’t go amiss.

      Overall though I have to say the game looks really good and polished and I’m looking forward to delving deeper into it :) hats off to Fergus and the art team – and for that matter everyone at Digit – the game looks amazeballs guys!

      -Bo

    • #50609
      Anonymous
      Inactive

      My main complaint; its too addictive, I had to stop playing :)

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