[NEW GAME] Teotihuacan - Ready for testing

Game development with Board Game Arena Studio
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Trompetenhut
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Joined: 12 January 2019, 22:25

[NEW GAME] Teotihuacan - Ready for testing

Post by Trompetenhut »

Hello,

I am done with the implementation of Teotihuacan.

It would be nice if some of you would do some testing of the game and post some review.

Thank you
Last edited by Trompetenhut on 24 April 2020, 10:52, edited 1 time in total.
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A-dam
Posts: 107
Joined: 28 September 2013, 18:15

Re: Teotihuacan - Review / Alpha testing

Post by A-dam »

Hi,

in The Kings Guild, I developed single player in the time I waited to release, so it is not neccessary, but I guess you will have time to do it..

You can use spectator as follows: log into the studio with account that is not in the game (you have 10 accounts, if you log into studio with for example YourName9 and find your table you will be spectator with that player.. ) just to note the password will be propbably the password you received in the Welcome to stuido e-mail..


If I will find time later, I will try your game..

Adam
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Trompetenhut
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Joined: 12 January 2019, 22:25

Re: Teotihuacan - Review / Alpha testing

Post by Trompetenhut »

Thanks for clarification A-dam. I already did spectator while development.
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DoctorPelusa
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Joined: 16 March 2020, 12:32

Re: Teotihuacan - Review / Alpha testing

Post by DoctorPelusa »

First of all ty for bringing Teotihuacan to BGA, one of my favourite games. Played a game against myself, so here's some feedback, mostly very small issues that might not even need a fix:

- Selecting a stating tile that makes you advance on the blue temple forces you to click on the blue temple track, whistl death avenue didn't (I think it should be considered the same for consistency, either having to click or not is up to you).
- I'd be nice to have main action of each action board described in a tooltip (to make the game easier and more accessible for new players).
- Increment/Decrement resources on blue temple options can be a little confusing, but maybe it's just for me.
- I'd be great to see how much cocoa you'll collect on the "Collect Cocoa" button (Before clicking it) and skipping the confirm step.
- Same goes for the other actions that would consume Cocoa, imo having less confirmations and clicks would make the game faster.
- Maybe same criteria could be applied to main actions that consume a fixed amount of resources (death Avenue/Decorations).
- Not sure if you should be able to, but after selecting the main action on actions that require additional steps and costs (like building decorations) you cannot go back and select to collect cocoa (even if you don't have the resources for the main action) (In that case "Cancel" button should probably read "End Turn" instead).
- When it's time to upgrade workers, the workers not eligible to be upgraded (because they are not in the current action board) are also highlighted in red.
- Last but not least, time per turn seemed quite limited to me, but maybe I have too much AP (and had to think the actions for two players xD)

Couldn't end the game but looked pretty good, awesome work. It you ever want to schedule a test session count me in ;)
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Trompetenhut
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Re: Teotihuacan - Review / Alpha testing

Post by Trompetenhut »

Thank you for testing and your great review.
Selecting a stating tile that makes you advance on the blue temple forces you to click on the blue temple track, while death avenue didn't
yes, the difference is that you have to select your resources on the blue temple. So I cannot automate it. I want to save time in the beginning, that's why I automated everything which does not need user interactions.
Increment/Decrement resources on blue temple options can be a little confusing, but maybe it's just for me.
The idea is, that you can undo your selected resources till you accept it.
less confirmations and clicks would make the game faster.
true, but I want to help players for missclicks. I will wait for more reviews.
after selecting the main action on actions that require additional steps and costs (like building decorations) you cannot go back
that's why I wanted confirmation clicks. But I should check if the user have the necessary resources, before doing the main action.
time per turn seemed quite limited to me
I have the default setting of 30s (fast), 40s (medium) and 50s (slow). Should I increase this on 10 - 20 seconds?
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Een
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Joined: 16 June 2010, 19:52

Re: Teotihuacan - Review / Alpha testing

Post by Een »

Quick note about the timer, it will adjust automatically after the game has been released, so no need to bother about this while in alpha/beta :)
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DoctorPelusa
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Re: Teotihuacan - Review / Alpha testing

Post by DoctorPelusa »

Selecting a stating tile that makes you advance on the blue temple forces you to click on the blue temple track, while death avenue didn't
yes, the difference is that you have to select your resources on the blue temple. So I cannot automate it. I want to save time in the beginning, that's why I automated everything which does not need user interactions.
Yep, my question was if you could automate the action of clicking on the temple track, of course you'll need to select resources.
Increment/Decrement resources on blue temple options can be a little confusing, but maybe it's just for me.
The idea is, that you can undo your selected resources till you accept it.
Yes, I understood that, but still seemed a little weird at the beginning, maybe a "clear button" would be easier to understand, but if you want to keep the current design I'd strongly recommend to disable the buttons dynamically or at least change their css style to reflect those that are usable and those that are not.
less confirmations and clicks would make the game faster.
true, but I want to help players for missclicks. I will wait for more reviews.
That's why I suggested adding the costs and benefits to the buttons of the actions themselves when possible. I believe that atm there are excessive confirmation steps, but I may be wrong. Regardless of confirmations I believe having that having the cocoa resources you'd gather on the button with the action itself would be handy.
after selecting the main action on actions that require additional steps and costs (like building decorations) you cannot go back
that's why I wanted confirmation clicks. But I should check if the user have the necessary resources, before doing the main action.
As I said I didn't know if this was intentional, my personal opinion is that you should always be able to cancel the main action and take cocoa instead, but it's subject to discussion.
time per turn seemed quite limited to me
I have the default setting of 30s (fast), 40s (medium) and 50s (slow). Should I increase this on 10 - 20 seconds?
I played on medium and it was quite fast for me, I think 10 extra second would be good, but as I said, I was playing for two players...
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Trompetenhut
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Re: Teotihuacan - Review / Alpha testing

Post by Trompetenhut »

Hello DoctorPelusa,

again thanks for the review. I implemented almost all of your suggestions.
I show the cocoa on the button, but I want to keep the confirm step.
Also I added some criteria for the main action. You can move to the board only , if you have enough resources.

Are there any more reviews?
Thank you
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Victoria_La
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Joined: 28 December 2015, 20:55

Re: Teotihuacan - Review / Alpha testing

Post by Victoria_La »

I looked at it, graphics looks awesome, layout, animation - all very good.
I did not know the rules so I did random poking :)

The only thing I would change - you use Red color
to show active elements - I would personally not use red. Red seems like an error and Board is so busy
it does not even standout. I would maybe used dashed/dotted outline or glow of green or blue.

Also when you move the die, after you select the die - it does not change the outline and you don't really know which specific die you just selected.

Also I used projectcheck on it, it shows that you do not lock when use ajaxcall it means it could be race conditions
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A-dam
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Joined: 28 September 2013, 18:15

Re: Teotihuacan - Review / Alpha testing

Post by A-dam »

Ok, here are few remarks after 1 play. I went through the rules very quickly, so it was more clicking race than enything else :)

- when selecting starting tile - they are too small, they could be bigger also in the selected field
- I didnt get resources from starting tiles at all, it seems I get them later is it correct?
- it would be great to better distinguish between what is laid on the board and what is board itself - use shadow?
- I agree with Victoria_la - red highligth doesnt seems to be the best way
- when moving up on the temple tha action bars with buttons are really confusing (0 0 0 ? -resources/+resources), I dont know what Im exactly selecting
- at one point progression changed from 70 to 41% and the game ended at 64%

Anyway, great work!!

Adam
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