![]() ![]() more ways to earn and spend money in the mid-game.- that alone would be great way to reduce tedium - auto-full or double-click to fill single-item only slots, like money, inspirations, comissions and stuff more ways to earn and spend money in the mid-game. more randomised events / outcomes / choices to make Glover more meaningful The main approaches I'm currently considering: I'm serious I had never expected this many people to buy the game or to play it for 19-hour stints, and I can see that dragging the card into the box over and over and over and over for ten hours is a different experience from doing it for 90-minute playtest sessions. The reason I want to address the issue of repetitive draggint in some way: You think you're annoyed now? wait until your auto-loop puts you five seconds into a sixty-second stint at Glover & Glover just as you realise you really wanted to do some painting to deal with that looming Dread, and there's no way to cancel it. It would, as kaos points out, compromise some other design decisions I took in the context of it being possible to forget to go to work The three main reasons I probably won't add any kind of auto-loop to the Work token. TL DR: Excessive micro-management is just a needless time sink, especially amidst a chaotic, non-customizable board. If a mechanic in any game induces boredom and feels like a chore, that's not innovative nor is it art, that's bad game design.ĭefinitely loving the game, especially the lore, but there is much room for mechanic improvement. Its presence should be felt but it should not be a chore or boring. Work is a type of pressure (much like the hunter, sanity and depression), initially because of money and, once you get more money than you know what to do with, later because of the time needed to generate other resources (like artifact paintings, glimmering, vitality, summons and such) and use them efficiently before their individual timers run out. I strongly disagree that work should be boring or bothersome, I don't see that as the idea at all. Like providing easier ways to deal with the chaotic deluge of cards we receive (like better ways to stack cards or customizable patterns of card organization) and fine tuning the balance between the activities. There are some basic quality of life improvements that the Devs can implement without compromising any of the game's (very good) ideas. I'm not sure from an RP perspective that my brilliant unhinged artist should be quite so bogged down in repetitive tedium.Īlso, in the early part of the game, sure, the grind and oppression of your daily life is part of the simulated experience, but once you're a mighty wielder of eldritch powers, with thralls to do your bidding, the 'work' cycle should recede in prominance so you can focus on the new things that define your existence IMO. I'm just playing through my first Artist run, and typically after completing a painting I have 10 - 15 cards to click on. All of it mirrors what you feel in the game as you obsessively click and click. That's why the game is called cultist simulator. Obsessed with uncovering the secrets of the mansus. As you figure out more an more mysteries, you are driven further. This perfectly encapsulates what is going on with the character you play. You're meant to be lost in the beginning, and then you start to figure things out. That's why there is no manual or tutorial. The whole game is about uncovering the occult. It's meant to be a little tedious.Ī lot of people don't seem to understand this game. ![]() Originally posted by No Limit Soldier:"The work cycle gets to be rather laborious"
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