Welcome to the dark heart of the Black Forest. Your village was supposed to harvest its bounty, but managed to draw the attention of the unrelenting darkness inhabiting the woods. As the dangers descend upon it, it's your job as the village chief to help the peasants fend off the creatures and make...
Windows 64 bit, X64 architecture with SSE2 instruction set support, 2 GB RAM, DX10, DX11, and DX12-c...
Description
Welcome to the dark heart of the Black Forest. Your village was supposed to harvest its bounty, but managed to draw the attention of the unrelenting darkness inhabiting the woods. As the dangers descend upon it, it's your job as the village chief to help the peasants fend off the creatures and make it through the dark night, as the sinister secrets of the woods best left alone awake and focus their attention on you.
Black Forest is a city builder like no other. Where other games focus on expansion and development, Black Forest is all about defending what's yours. Strategically assign villagers, gather resources, reinforce defenses, and above all, maintain the delicate balance until the king's knights arrive.
Every decision matters, every loss is permanent, and come nightfall, the relentless horde of forest-dwellers will test your ability to govern and survive. Remember: Until the king's knights arrive, you and your villagers are completely on your own.
City Building With a Twist: Defend what's yours and survive, balancing the limited resources at your disposal. Make tough choices: Houses can be rebuilt, but people lost cannot be replaced. But maybe you need to sacrifice one of them to save the many?
Survive the Struggle, Not Tech Trees: Outlast, not conquer. You can't fight the forest and you can't win by force of arms. Your goal is to lose the least by outsmarting and outthinking the forces arrayed against you, and making hard decisions: What can you lose? What must survive? What part of the tech tree can you do without?
Sophisticated AI: Every monster uses a complex set of rules to react to the environment, observing and adapting their behavior. You choose what the villagers work on, while monsters will try to figure out weaknesses and opportunities, then mercilessly pounce on them when you're not looking.
Robust Simulation Features: Weather can dramatically alter the course of your game. Rain, snow, or drought aren't just cosmetic effects. Villagers need food, but a dry spell will mean they need to irrigate - but that takes workers away from building defenses. What you decide may very well change the course of the game.
A Greater World Beyond: Black Forest is set in the expansive world of Dragon Eye, a high fantasy roleplaying setting available for everyone. The game's campaign will tie into the complex lore and overarching storyline, including decisions and struggles of a world on the edge.
In the tutorial, the two buildings that automatically collect resources, don't.
So you have to send ALL the peasants into the forest to get resources to build. And don't get anything built, no food harvested either, of course.
Assigned peasants don't stay assigned, when they should.
The animations look mediocre.
The help system / game manual is only partially complete.
There is no manual save function. ( Unity Checkpoint / Autosave only )
The developers think saving the game is cheating.
Requested a refund.
This game has a great premise but only a small part is executed well.
So the building is interesting. I takes days to finish anything above the basic tier and it occupies your peasants so they don't do anything else. You also can't cancel any task. This would be an interesting mechanic, but because the way enemies are done in this game it's just frustrating.
The main issue is that there is no way to combat enemies aside from building walls and hiring guards (which usually wander off in the wrong direction anyway). So you need to build defenses, and there is no way to build them quickly and robustly enough. Wooden walls don't really work well against anything larger than a rat and stone walls take forever to build, so by the time they're ready the enemies attack from a different angle and miss them completely.
And the funny thing is, most enemies just go straight forward, ram you wall, and damage any building in front of them.
You might be able to prepare yourself, as several building place markers indicating where the animals will attack you from, but the markers are north, east, south, west leaving you guessing from which angle the attack will come and if there is a point to building a wall in a specific direction. And then come the werewolf and they pretty much punch through everything.
Also the economics are - no matter what you do things will just get more and more expensive in the market and in the tavern so don't use it too much.
This game had a lot of potential, but at some point it was just rushed out and never finished. Same, it's a cool premise, with half-decent management aspect, but terrible enemy mechanic.
I did have some fun playing, though the quests are very limited, because there aren't many possible actions. In fact, it's a bit like a mini-game with a very limited range of buildings and actions.
That part should definitely be improved. I mean, for example once you build a smithy, the only option you have is to assign or remove workers. That's practically it, for all the buildings. They produce some kind of resource or speed up processes, once finished constructing.
Downside is, the game has many bugs. Monsters just phase through walls. The people aren't counted properly, sometimes they don't even arrive, even though there is a message (empty tents and no interaction possible for the newly listed residents). The graphics sometimes just disappear (like the forest).
Overall it seems like the game was either launched too early, or is just executed poorly. Though the overall idea is definitely not bad.
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