
It took us 2.5 hours (including a few breaks), which was rather unexpected. I thought it was designed as a 30-60 minute scenario according to Let's Rock rules. In the end, it was a bit of a chore because due to meteorites, earthquakes, snow and rough terrain, the landscape is not very easy to navigate. I would have liked to improve that, but loam was in very short supply (we could buy a few pieces, but we didn't get any gold until the very end of the game). When I had tumbled down the same passage for the 50th time in a 2 hour game, I would just have wished I had more options to terraform. I would also have preferred if the Clonk were a bit more sticky when I jumped towards walls and corners. It felt like whether the Clonk started scaling or just tumbled down was completely random.
This is probably also due to us not playing OpenClonk a lot. We were a bit clueless how things work and probably took many detours. But the scenario is definitely not very beginner-friendly.
Some more thoughts in hindsight:
-I loved the fast pumps.
-Energy supply was annoying. There were some bugs where buildings would get stuck without energy even though there was wind. It all felt random. I think whenever you're in flag radius, there should be a display that tells you how much energy you have and how much is being consumed.
-Generally, I think if a scenario offers rough terrain as an obstacle, you should get cheap means to improve that and not be locked into the same, impassable pits for two hours.
-The scenario concept is cool. You have an easy goal to work on at the start (increase your base size), and after a while, you get to discover the gold in the volcano and think about how to get it.
-A scenario that has a similar concept but a shorter playing time (e.g. 30 minutes for two people) and simpler landscape would be nice.

Thanks for the feedback, I'll will probably spend my OCM time play testing everything.
I agree with you on terra forming, maybe allow that also via metal, and I hoped the loam in the earth was enough.
But indeed I need to introduce other means there. 2.5 hours is a bit on the long side. I think 1.5 hours with three players is reasonable
if you know the production lines.
For power I suggest 2-4 windmills + a steam engine, if there is enough coal, but indeed also annoying in most of my test games.
I agree with you on terra forming, maybe allow that also via metal, and I hoped the loam in the earth was enough.
But indeed I need to introduce other means there. 2.5 hours is a bit on the long side. I think 1.5 hours with three players is reasonable
if you know the production lines.
For power I suggest 2-4 windmills + a steam engine, if there is enough coal, but indeed also annoying in most of my test games.

>I agree with you on terra forming, maybe allow that also via metal, and I hoped the loam in the earth was enough
What was with the bucket+earth idea again? Is that implemented?
The bucket works, but for real terraforming that's too cumbersome.

Normal constructions that have a solid mask on top. Wouldn't be too much work for the next release (relatively simple model - no problem if someone wants to texture it :) ) [and stackable of course!]


I vote for sproutberries. Sproutberries solve everything.

Just like machines creating energy by sucking it out of humans? Not quite sure that's intuitive :)

With the trees sucking moisture out of the air or something? Btw - why not simply add a bit of rain?
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