
In this unique take on turn-based 4X strategy, play as a nature goddess that defends her island by playing cards to use nature as your ally.
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Languages: English
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's a free game and I really adore the style, the setting and the premise of a non-violent 4x game - and I really WANTED to like this game. But while it's beautiful and passionately made - it is unfortunately also very boring. As another reviewer confirms, I was confused at the start - what shall I do? I quickly learned that I just had to spam water and then flower bombs, then I could quickly settle the whole island in winter. In the endgame, it was literally just spamming water and end turn so I could go on. It was quite boring. I think this has potential when there is more to do and a challenge in the end-game - instead of being super easy.
Flora Domina is a student project from the Howest Digital Arts & Entertainment school and unfortunately this year the students did not pass the course. There's a plethora of technical shortcomings and basic requirements for video games that the students apparently weren't told about (and while the blame lies squarely with Howest for not taking care of basics, the students should know better, most people are gamers before becoming game developers). The students have made a simple RTS game/cardgame hybrid with procedurally generated maps. Gameplay consists of playing nature themed cards to take over various hexes on the map and try to out-expand the invading humans. The maps are small, there's only two sides, but hey, I understand the scope of the game is going to be limited because it's a student project. The low poly art is lacklustre and counts against the game, but as far as low poly art goes, it gets a pass. The game mechanisms are problematic as for my playthrough, the cards were unplayable due to some kind of interface bug, rendering the game unplayable as all I could do was hit end-turn and watch the humans expand. I guess rule #1 of game development that Howest doesn't teach students is "make sure the game works before you ship it". So it's broken and that's sufficient reason for gamers not to bother with this even though it's "free". Let's run down the basic technical defects, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. Maybe the students can learn some basic game development things that apparently they don't teach at Howest Digital Arts & Entertainment. There's no options to change the resolution for the game or customise the graphics settings. There's no way for gamers to ensure this is running at the native resolution of their displays... there's no guarantee this game will look right on any PC as a result of this hamfisted design decision. There's no way for gamers to try improve the low quality graphics. The game features lazy low-polygon "retro" assets, making this look like a barely functional 3D game from the mid 2000s. It's unclear why the developers weren't able to arrange high quality, high polygon count contemporary assets for the game, and also irrelevant... what matters is that this looks bad as a result of their decisions, a compromise PC gamers shouldn't have to put up with. Bewilderingly, the game doesn't include proper audio controls, so you can't turn off the annoying background music, you'll need to alt+tab out and stop the music using the Windows sound mixer. This is obviously not okay and it's unclear why the developers chose not to include this basic feature. The controls can't be customised, which will be an annoyance for many, but it can also render the game unplayable for differently-abled gamers. This looks and feels like a mobile app, but it doesn't seem to have made it to the app stores. It's unclear why this was put on Steam instead of the app stores it seems to have been designed for. Maybe it was removed, maybe it was rejected by Apple and Google (they do have more rigorous quality standards than Valve does for Steam, after all). Regardless, for all intents and purposes "Flora Domina" might as well be a mobile app, it has the same limitations and dumbed down qualities. It's impossible to recommend such a game to PC gamers. We don't spend all this money building gaming rigs so we can pretend they're iPhones and play games that might as well be mobile apps. These technical defects push this game below acceptable standards for any modern PC game. They're very basic elements of any video game, and are considered the bare minimum standards that must be met, but the students here failed to achieve these fundamentals. The game is completely free, as it's a non-professionally developed student project. It's difficult to say it's appropriate for colleges and schools to publish every bit of work their students produce (whether the students pass the course or not), because this is of questionable value for the most important people in the gaming industry - the gamers. Regardless in many ways, even if this is a student project, it's better than much of the pollution on Steam (asset flips and other shovelware/cash grabs). Unfortunately because this is a student project, and not a professionally developed game intended for gamers, and because of the defects outlined above, it's impossible to recommend this, as it compares poorly with free games designed with the primary purpose of being games for gamers (and not an academic exercise for students).
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I'm certainly game for a board game, but this one has some serious shortcomings. There's not a lot to it at best - the only thing that seemed relevant is budgeting your water for expansion well, until you no longer need to even think about budgeting. For gameplay I found the top issue the endgame. While none of the mechanics are communicated, they're fairly simple and so long as you don't stall out your very initial growth trying to hydrate deserts or something, it's not too hard to grow explosively across the board and basically have the upper hand at every point. Late game resources seemed to not matter except very occasionally in summer. But then how do you actually win? The opposition keeps claiming your hexes, you keep claiming theirs, and there doesn't seem to be any way to make the game of whack-a-mine end. It's not clear what, if anything, brambles do but they definitely didn't stop the humans growing through them. Maybe the enemy was running down their resource reserves, but since you can't see those there was no way to tell, and after dozens of turns of dynamic but mindless stalemate I quit. Also the voice lines are repetitive and don't add information, and the thematic of ousting the invasive humans by just casually growing plants at them (not aggressively or anything - taking a human tile is exactly the same as taking a tile without humans) is really awkward.
4/10 A puzzle/TBS game where you fight for hex tiles on the side of nature against evil humans. Good: - free - 2D/UI art is very good - nice looking map, with forests and ponds So-so: - music is okay but gets repetitive since there seems to be just 1 track Bad: - there isn't much gameplay. You gradually click tiles on the outer border of your territory to "pour rain" on them, and they get added to your kingdom a few turns later. You can place forests to generate more water (only need a few), or ponds (need a lot since water will be overflowing). You can place a flower tile to gain territory quicker. Near human settlements you place thorn-like tiles to slow down their expansion. I guess the goal is to eradicate humans from the map - I couldn't figure out how the humans expand. E.g. I blocked a narrow passage with thorns but they still just jumped over it and there was an endless match were I watered tiles and they kept building more factories. It's unclear what growth depends on - each time humans expand there are random voice comments by some 25-year old girl. They are negative, like "they take what isn't theirs!" etc. This gets very annoying and there is no way to turn these off I really don't like the message of this game. Like, civilization is bad? Let's live in mud huts? Okay, I guess the dev should then move to Kongo and find happiness foraging for bananas in the jungle. And throw your PC into the fire, it's evil! How dare you develop games with it, nature suffers from your energy consumption. You aren't giving back! This actually reminded me Voltaire and also one of the endings in 1999 Deus Ex 1 game (where they destroy civilization to live in villages). If the message of the game is "let's reach carbon-neutrality by 2030 and reverse climate change" then the goal of the game should have been to build solar (nuclear?) plants or create cities that are a mix of houses and trees, not just eradicate humans entirely. Because, as it is now, the game could also be understood as "hey, let's all commit suicide since we're a virus for the nature". I'm actually not even sure what the dev wanted to say here. I'm not downvoting because I disagree with the dev, it's just that the gameplay is next to nil here, despite the nice presentation. Maybe it can be improved relatively easily by tweaking some numbers or adding a couple of more mechanics. [table][tr][th][i]I'm a Steam curator, you can [url=https://store.steampowered.com/curator/43946907-Friendly-Nerd/]follow me[/url][/i][/th][/tr][/table]
нет
Good Bones, needs work
First of all, I know how much work went into making this game and that the team that made this game was put together randomly. This also meant that not all members of the team were on the same line, but nevertheless, the project turned out beautifully and is definitely worth a play just because of that. Next are my pros and cons for Flora Domina. Pros: - It's free, and because of that, I find it very hard to give a negative review, but in this state, I wouldn't give money to play the game. - Beautiful, the aesthetic, the art, the music, the vfx,... - The game is very optimized from what I noticed. Cons: - There isn't much to the game as of now, but it has potential. The game is very, "Just use flower bombs to spread as quickly as possible, and we'll see what happens". - The intro was unclear as to what you should do, I would lock the cards behind a tutorial wall, introducing each card individually. As of now I just skip through all the dialogue or I just start throwing cards around without paying attention to it. - There was still loud "Machinery" music playing in the area where the humans started, even though there were none to be seen. Some suggestions I could think of: - Try to implement a difficulty slider, introducing new AI behaviour - Remove the Janky screenborder movement and add a drag movement where the player can grab the world and move around. - I would love to be able to drag cards to the tile I want them to happen. - Rethink the cards, is flower bomb too OP? Do I really need to place 20 more forests in the end game?... Conclusion: There is a pretty solid canvas to improve on, I suggest the team to take a step back and look at the overall gameflow of the game, and improve on the core gameplay. The game looks really good and the mechanics work well, but the feeling is not there. The game feels like a chore to finish.
Sıra tabanlı 4X stratejisinin bu eşsiz versiyonunda, doğayı müttefikiniz olarak kullanmak için kart oynayarak adasını savunan bir doğa tanrıçası olarak oynayın.
What a nuanced and sophisticated take on the environmentalism. Dew/s surely recognized themselves as what they are - the cancerous growth on a face of our beautiful planet that needs to be slowly (and boringly) suffocated by wilderness. And gameplay… I just can't describe what a masterpiece this is… Rather, don't want to waste even more of my time on that game. Looks pretty - I can give that, and music is serviceable, can’t say anything good else than that. 10 “They take, and they take and not giving ba-ack” out of 10 would genocide again.
Fun game! A little hard to understand at first, but manageable in the end
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