Folk Tale is a single-player fantasy village builder ARPG game. If you enjoyed Warcraft 3, The Settlers, Banished, The Guild 2, Majesty 2 or Black and White 2, we hope you'll like Folk Tale. Village building, economy, heroes, combat and adventuring with both campaign and sandbox play.
Análises de usuários:
Últimas:
Neutras (29 análises) - 62% das 29 análises de usuários dos últimos 30 dias são positivas.
Todas:
Neutras (1,425 análises) - 68% das 1,425 análises de usuários deste jogo são positivas.
Data de lançamento: mai 2013

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Jogo com acesso antecipado

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Observação: Este jogo com acesso antecipado não está completo e pode ou não sofrer alterações no futuro. Caso não esteja com vontade de jogá-lo no estado atual, aconselhamos esperar até que o desenvolvimento esteja mais adiantado. Saiba mais

O que os desenvolvedores têm a dizer:

Por que acesso antecipado?

“Folk Tale is an Early Access game, meaning that is has been released while in development for players to contribute feedback and help drive the final game. Bugs should be expected, and content - while very playable - is incomplete and still being worked on.

Folk Tale has an established track record of monthly patches that include new mechanics, content, and bug fixes, and our community rate us as one of the most transparent and open developers in Early Access. If you want to invest your heart into a game and a team of developers who listens and more importantly responds, Folk Tale is for you.

We're in the Early Access program because your involvement matters. We believe it's the future of game development, and the best way to ensure we deliver a high quality bug free game that's fun to play.

For more information, please visit the Folk Tale Website.”

Por quanto tempo aproximadamente este jogo estará em acesso antecipado?

“Folk Tale is expected to be complete at some point during 2016. That said, we love Folk Tale, and we may make it a living game that continues to evolve beyond what we had planned.”

Como a versão completa será diferente da versão de acesso antecipado?

“To date, we've prioritized the village building, economy and RTS aspects of the game, and building all the tools that we need to create worlds. That is nearing completion, and much of the team have now moved over to working on the RPG adventuring side of the game. That work involves the addition of storyline, questing, exploration, heroes, factions, and special abilities.

Please feel free to take a closer look at the Development Roadmap.”

Qual é o estado atual da versão de acesso antecipado?

“The village building, economy and RTS aspects are maturing rapidly and provide plenty of challenge with three different sandbox maps (Grassland, Swamp and Snow) with varying degrees of difficulty., and 3 linked maps forming the start of the campaign. Editor tools are available for map creation - you can play your own maps and share them with the community in the forums - with plenty of kits and pieces available for world building. The amount of gameplay available is too broad to define, ranging from a few hours at one end of the spectrum, up to those with in excess of 1,000 hours.

For a good look at the current state of Folk Tale, please watch a recent Dev Hangout stream.”

O preço do jogo será alterado após o fim do acesso antecipado?

“Yes. Our price plan was announced when we first launched in Early Access, and the RRP price has already risen once. It will rise once more shortly before launch.”

Como vocês planejam envolver a comunidade durante o processo de desenvolvimento?

“We've been in Early Access long enough to build a reputation for dedication to community engagement. You'll find us discussing posts and answering questions in the community forums on a daily basis. We also run a weekly or bi-monthly Dev Hangout live streams where the community can join us to share ideas and follow progress while we play the latest dev builds. And then there are the monthly dev blogs.”
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Atualizações recentes Ver todos (97)

13 de julho

Experimental (0.3.26.0)



EXPERIMENTAL BUILD (0.3.26.0)

The primary changes are combat auto-balancing (monster levelling) and a new difficulty gameplay setting, hero AI so they use their abilities when not selected, and the addition of minimap location markers for all campaign quests.

We've confirmed that Sandbox is brutal (but not impossible) in this experimental patch following community feedback. We'll resolve this for the next patch, but for now you can turn down the difficulty level under gameplay settings.

Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/

What's new?
Player: Added monster auto-levelling and challenge balancing; game is now harder
Player: Added five levels of difficulty settings to the gameplay tab, defaulting to normal
Player: Extremely basic hero AI has been enabled for non-selected heroes in the player’s party
Player: Reduced hero revive time in village maps to 30 seconds
Player: Doubled health/power given by potions
Player: Added confirm button to the load saved game dialog and world map fast travel dialog
Player: Spider waves are now disabled on easiest difficulty setting
Player: Increased probability of woodcutters planting saplings, and introduced some randomness into which trees they choose to chop down
Player: Added some basic damage/miss/critical text during combat
Player: Rate of health recovery is determined somewhat by Vitality score; power recovery by Mind score
Player: Made villagers a little less squishy by doubling their health
Player: Non military villagers now flee when they or a nearby unit is attacked and they have less than 50% health
Player: Master volume now fades to 0 when the application loses focus
Player: All needs are now disabled until the supply wagon has been built
Maps: Campaign: All: Added minimap location markers for all quests
Maps: Campaign: Shirebrook: Added subquest to place the supply wagon and encourage foraging to help new players
Maps: Campaign: Shirebrook: Added lesser potion drops in crates and urns
Maps: Campaign: Shirebrook: Bandits no longer raid when repelling the undead or gladefolk waves
Maps: Campaign: Bandit Caves: Added option to recruit Quixl even if player initially declines
Maps: Campaign: Glade: Removed needless travel back to Nara after defeating Lilith
Assets: Audio: Added looping ambient sounds to machines in Mordrich’s Factory
Assets: Audio: Updated magic weapon impact sounds
Assets: Audio: Added fuse and explosion sounds
Assets: FX: Added explosion prefab that can be instantiated via workbench (used in Bountiful Bog map WIP)
Assets: Characters: Beastmen: Updated great weapon collapse animation
Assets: Characters: Beastmen: Updated dual wielding bullock to fix belt
Assets: Characters: Grublins: Added Urzal (Grublin Boss) with basic animation set
Assets: Characters: Grublins: Added Scruplez
Assets: Characters: McDougal: Updated knockdown animation
Assets: Characters: Ogres: Updated Murp mesh to fix gap above belt
Assets: Characters: Ogres: Updated Ogre Zombie mesh
Assets: Characters: Toadkin: Added Blotch (Toadkin Ambassador)
Assets: Characters: Toadkin: Added Sage
Assets: Kits: Props: Added faction crossbows (04-11)
Assets: Kits: Fishing: Updated textures and props
Assets: Kits: Buildings: Goblin Village: Updated textures
Assets: Kits: Buildings: Construction overhauled with more modular pieces
Assets: Kits: Traps: Moved Cage into it’s own kit to prevent pulling in other assets
Assets: Loot: Added Grublin chainmail armor set
Assets: Loot: Added House Hraun chainmail armor set
Assets: Loot: Added Withering Dead leather armor set
Editor: Workbench: Added StatisticItem node to track how many resources are harvested
Editor: Workbench: Added SubQuestLocator and SubQuestLocatorMultiple nodes
Editor: Workbench: Added ClearBuffs flag to OrderMove nodes, true by default
Editor: Workbench: Removed 'pointInWorld' input from all quest nodes
Editor: Workbench: Added IsAsset node
Fix: Fixed local rotations on levelup visual effect
Fix: Added WorldObject to DemolishEffect prefab so it can be instantiated via Workbench
Fix: FOW stopped working after the world map was loaded
Fix: Beastmen were visible in fog of war
Fix: Set default faction on some humans to be correct
Fix: Worked around Unity UI bug causing the 'Exit' button on the world map to be invisible
Fix: Rows were being duplicated in marketplace UI when reloading the map
Fix: Camera rotation could sometimes be restored incorrectly
Fix: Kenny now attacks after the warning conversation dialogs completes and not before
Fix: Kenny failed to flee if he was stunned when his accomplices were defeated
Fix: Some variables were not being cleared when loading locations; could cause minimap decals for completed quests to re-appear when portaling back into a map
Fix: Reduced max distance from enemy to defeated hero to block revival of that hero
Fix: If players entered then immediately exited the Desecrated Cathedral, they couldn’t get back in
Fix: Destructible doors are now destroyed with one hit as intended
Fix: Population wasn’t expanding in sandbox maps other than the starting map
Fix: Camera is now hard-clamped at edge of map, and soft nudging turned off
Fix: Floating grass can sometimes be left over when portalling to a different map

Known Issues
  • Some Goblin buildings had incorrect pivots (especially the farm), and may need adjusting if level designers have used them in their maps
  • Scruplez and the Toadkin Sage aren’t fully implemented as they lack their ranged attack code. They have been added to facilitate the rollout of the next stage of the campaign

Developer Comments
Enemies now have their challenge level set when first emerging from the fog of war. It is now much more important to use hero abilities and potions. If it’s too difficulty, dropping the difficulty down from normal to easy will reduce the challenge level.

SubQuestLocator nodes in workbench are intended to update the position value on StartSubQuest nodes, and replace most cases where MinimapDecal nodes were previously used. Both the magnifying icon next to sub quests in the UI and the minimap decal are now set together. Please see the Shirebrook scripts for implementation examples.

As your heroes get higher, untrained military units that fail to keep up are going to become more squishy. It is therefore important to give these units combat experience to gain levels, craft better gear, and brew health potions at the Herbalist Den.

The construction kit pieces have been deprecated (still there but hidden so no existing maps break), and new modular building exterior pieces added that snap. Please see the tavern exterior in the sandbox Haven map for an example of how to use them.

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26 de junho

Experimental (0.3.25.0)



EXPERIMENTAL BUILD (0.3.25.0)

The primary changes are the introduction of the world map into portal travel.

Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/

What's new?
Player: World fast travel is now enabled - when exiting a dungeon players are given the option of exiting to the connected map, or opening the world map to choose another location - designed to reduce travel times; please note the button on the top bar will be replaced
Player: Sharpen graphics setting is now disabled on all but ultra and custom profiles
Core: Tweaked audio system to make more advantage of Unity 5.x engine
Core: All audio files moved out of StreamingAssets folder including voice files
Maps: Campaign: Bandit Caves: Simplified main path through to reduce chance of players getting lost
Maps: Campaign: Bountiful Bog: Updated Grublin village and added Toadkin Palace (only accessible via Editor atm)
Maps: Campaign: Bonefinger’s Lair: After defeating Bonefinger, fog of war is revealed around the portal into the desecrated cathedral so the player can see where to go when clicking the quest location hint next to the quest name
Maps: Campaign: Shirebrook: City Watch reinforcements now delayed by 60 seconds
Maps: Campaign: Shirebrook: More quest location markers added to help guide players
Maps: Campaign: The Glade: Modified the city to reduce the windy roads and removed unnecessary doors
Maps: Campaign: The Glade: Added cutscene interlude to reveal corruption of Everbloom to provide context
Assets: Kits: Ice Palace: Detail textures updated
Assets: Kits: Ice Palace: Throne, more props added
Assets: Kits: Props/Kobold Props: Added palisade doors
Assets: Kits: Fishing: New kit added for docks, texturing is still WIP so has placeholders
Assets: Audio: Added spear and pitchfork impact sounds, updated frost magic and shock
Editor: Workbench: Added MinimapDecal node to add/remove markers on minimap based on object’s position
Editor: Workbench: Added TrapGrid node (designed to be used with Spike trap)
Editor: Workbench: Added RevealOnWorldMap node
Editor: UI: Checkbox added to portal inspector to toggle whether world map travel option is presented
Editor: UI: Updated navmesh tool icon states
Fix: Sometimes players couldn’t right click to equip items after a conversation with a reward had been visible
Fix: Sounds using the 'Shuffle' play mode were only shuffled after all sounds in the group had been played once
Fix: 'Affects navmesh' toggle wasn’t playing nicely with doors and similar objects
Fix: Entering glade, exiting, then re-entering would spawn another Willow and Spider
Fix: Willow and Lilith are now revived once their confrontation ends so they aren’t delivering dialogue standing
Fix: Fixed exception in Format node
Fix: Tutorial: Player couldn’t enter kobold mine until they pressed continue in the conversation dialog
Fix: Added missing minimap location marker referred to in Tutorial
Fix: Numerous exceptions in edge cases ranging from combat, inventory to changing character factions
Fix: Memory leak when villagers with procedurally generated meshes are destroyed
Fix: Player camera angle was changing after cutscenes
Fix: Resolved a number of campaign scripting loopholes
Fix: Some hero abilities had the wrong targets (e.g. Freya’s heal healing enemies)

Known Issues
When entering and exiting dungeons a lot, sometimes the fog of war will become impenetrable. To resolve this, please save your game, exit to the main menu, and load in the save. Please let us know in the forum if you experience this as we’ve not managed to recreate it during QA.

When entering Bonefinger’s Lair, sometimes grass from the previous map can be left over. It’s purely a visual glitch, and can be resolved for now by saving and loading.

Some minimap location markers are re-appearing after quests have been completed.

Developer Comments
We’ve moved the location of streaming audio assets which will make this patch larger than usual.

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Análises

"Folk Tale looks like a marvelously ambitious fantasy city-builder – featuring fully explorable building/dungeon interiors and an adventure-focused RPG component – with some admirably silly humor to boot."
Rock Paper Shotgun

"Folk Tale has some interesting ideas and a sense of humour."
PC Gamer

"Folk Tale is the game we always wanted...a sandbox citybuilder simulation with RPG elements blended in. Probably the best Greenlight game to date"
- Original Curators Group

Sobre este jogo

Folk Tale is a fantasy village builder ARPG game in which you lead a ragtag band of peasants in growing a thriving market town, while dastardly minions plot your downfall! Recruit heroes and head out into the wilds to fight back against evil. Or, you know, to get sweet sweet loot. Either or.

Players are comparing Folk Tale with Warcraft 3, The Settlers, Banished, The Guild 2, Majesty 2 and Black and White 2. Folk Tale is not a pure play role-playing game such as Pillars Of Eternity, and adopts more of a MOBA approach to hero abilities than a CRPG.

Planned Features


Please note not all features and content have been completed yet. For more information please visit the Development Roadmap on our website.

Build your own impressive settlement and economy chains;

Manage villager needs and happiness, tackling sickness and rebellion;

Defend your town from attack by manning palisades and stone walls, upgrading towers with siege defenses, and hiding traps to slow and wound the enemy;

Meet, recruit, and level-up heroes and special abilities;

Explore a rich and diverse world spanning multiple biomes, including exploring dungeons, with direct control of your villagers and heroes;

Immerse yourself in the lives of your villagers as they become drawn into their own story lines;

Research new technologies unlocking crafting recipes and economic bonuses;

Collect resources and loot corpses for new gear and ingredients to be used in crafting;

Beautiful stylized graphics with voice-acted characters;

Download community-designed custom worlds, or create your own using the editor to share with friends or the wider community;

Tongue-in-cheek humor for a refreshing blend of fantasy;

Campaign and sandbox modes;

Endless hours of sandbox fun with random events;

Supports different styles of play, from fast-paced war-mongering to slower city management.

Get The Latest Dev News And Progress


Where to catch up on development:
http://blog.gamesfoundry.com/

Join in the dev hangout live streams for gameplay coverage and Editor tutorials:
http://gaming.youtube.com/gamesfoundry

Learn more about buildings, professions, and items in the website Game Guide:
http://www.gamesfoundry.com/gameguide/





Requisitos de sistema

Windows
Mac OS X
    Minimum:
    • OS:64-bit Windows 7, Windows 8, Windows 10
    • Processor:Intel® CoreTM2 Duo 2.4 Ghz or better, AMD AthlonTM X2 2.8 Ghz or better
    • Memory:4 GB RAM
    • Graphics:NVIDIA GeForce GTX 460 / ATI Radeon HD 5850 or better*
    • Desktop Resolution:1280x720
    • DirectX®:9.0c
    • Hard Drive:1.4GB HD space
    • Sound:Windows compatible sound card

    *Intel HD 4000 cards have a known problem and are not supported
    Recommended:
    • OS:64-bit Windows 7, Windows 8, Windows 10
    • Processor:Intel® CoreTM2 Quad 2.7 Ghz or better, AMD PhenomTM II X4 3 Ghz or better
    • Memory:4 GB RAM
    • Graphics:NVIDIA® GeForce® GTX 560 or better
    • DirectX®:11
    • Hard Drive:1.4GB HD space
    • Sound:Windows compatible sound card
    Minimum:
    • OS:OS X 10.8.0 or higher
    • Processor:Intel Core 2 Duo
    • Memory:4 GB RAM
    • Graphics:GeForce GT 650M 1GB, Radeon HD 5770 1GB, Alpha may run slowly on Intel integrated graphics chipsets*
    • Desktop Resolution:1280x720
    • Hard Drive:1.4GB HD space

    *Intel HD 4000 cards have a known problem and are not supported
    Recommended:
    • OS:OS X 10.8.0 or higher
    • Processor:Quad Core Intel
    • Memory:4 GB RAM
    • Graphics:GeForce GTX 675MX 1GB, Radeon HD 6970M 1 GB or better
    • Hard Drive:1.4GB HD space
Análises de usuários
Sistema de análises de usuários atualizado! Saiba mais
Últimas:
Neutras (29 análises)
Todas:
Neutras (1,425 análises)
Últimas análises
Clayton_GJ
( 15.8 horas registradas )
Análise de acesso antecipado
Publicada: 30 de junho
desde seu lançamento de BETA, tem mudado e melhorado muito, mesmo o jogo não estando completo ainda vale a pena.
KAGANHO
( 101.0 horas registradas )
Análise de acesso antecipado
Publicada: 16 de maio
Excelente jogo!

Os gráficos lembram muito WoW e a jogabilidade é ótima. Você pode mover a câmera livremente pelo mapa e se quiser pode jogar com os heróis com a câmera seguindo atrás deles como nos jogos da série SpellForce, mas não controlá-los diretamente.
O desempenho do jogo é excelente, pelo menos por enquanto. No meu PC, que não é grande coisa, consigo atingir tranquilamente os 40~55fps em áreas abertas, chegando no mínimo de 32~35 ou até um pouco mais em áreas com muitos efeitos, objetos ou movimentações. Muito bem otimizado mesmo.
Os devs são muto ativos e pelo que vejo nos fóruns também são bastante atenciosos com os players.
Cheguei a ver esse jogo aprovado no Steam Greenlight e o adquiri quando ainda era apenas uma campanha na qual você construia suas estruturas em locais pré-definidos e, apesar de dizerem que o desenvolvimento dele é muito lento, ainda acho que, mais vale um jogo feito devagar, mas com qualidade, do que um jogo feito as pressas e cheio de bugs, stutterigns, lags etc. Portanto, não acho justo negativar um jogo só porque seu desenvolvimento parece ser lento. Além do que, vale ressaltar que é um jogo INDIE, sendo assim, não possui os recursos, nem a quantidade de pessoas para desenvolve-lo em 1 ou 2 anos.

No mais, estou aguardando asiosamente pela versão final(não importa o tempo que leve, desde que tenha qualidade e desempenho ;)!

Minhas configurações:
i5 2300 2.8 Ghz
4 GB RAM
HD 6570 2gb
Windows 7
Resolução: 1280x720
Ernesto Melo
( 9.2 horas registradas )
Análise de acesso antecipado
Publicada: 5 de maio
Vou dar minha analise de early acess. o jogo por enquanto ainda está bem incabado. faltavam bastante coisas para se acrescentar, porem eu vejo muito potencial nele. acredito que assim que estiver fechado, será um otimo jogo, com um sandbox divertido, e bastante coisas para se fazer.

MINHA RECOMENDAÇÂO DE AGORA É:

NÂO COMPRE SE QUER UM JOGO COMPLETO
(se voce curtiu o jogo, acredita no potencial dele e quer ajudar, compre)

Porém dou o joinha, pois eu acredito e muito no desenrolar desse jogo.

Ps. os devs são bem abertos e esclarecidos, estão sempre contando o que virá e como virá.
Brutal
( 18.0 horas registradas )
Análise de acesso antecipado
Publicada: 9 de janeiro
Minha impressão ate agora do jogo é muito boa, a idéia de ser um administrador de cidades misturado com rgp é simplesmente fantástica, todos os camponeses podem ser equipados assim como seus guardas e herois, vc terá que manter o equilíbrio entre coleta, fazenda e caça para materiais básicos e manufaturas de outros materiais mais complexos, com farinha para o pão, couro para fazer roupas e minerais para a forja de armas e armaduras.

Lembrando que o jogo esta em fase de desenvolvimento, então bugs e falta de continuidade será uma coisa comum de se destacar. Mas com certeza quando estiver finalizado estará entre os melhores.

Compre, jogue e divirta-se. Coloque nos seus favoritos, altamente recomendado.

My impression so far of the game is very good, the idea of being a city mixed with rgp administrator is simply fantastic, all the peasants can be equipped as well as his guards and heroes, then you'll need to keep the balance between collecting, farm and hunting for basic materials and manufacturing of more complex materials such as flour for bread, leather to make clothing and minerals for forging weapons and armor.

Remember that the game is in development stage, so bugs and lack of continuity will be a common thing to stand out. But certainly when completed will be among the best.

Buy, play and have fun. Put on your favorite, highly recommended.
CoioTe_BH
( 156.4 horas registradas )
Análise de acesso antecipado
Publicada: 19 de dezembro de 2015
Folk Tale is yet under development, but it already has a very well done playable sandbox, with a lot of resources, the sandbox editor is a great tool that is already a powerfull tool to make maps / campaings. I am myself doing a long campaing, with several maps, lots of options and differents scenarios and things to do for the player.

These mixed reviews don´t represent the game as it is now, if you like the RTS + City builder + RPG style of game, you gonna love folk tale.

The game now has a playable campaing, it is not completed yet but it is yet very funny to play. Of course we still need a steam workshop for it, so players could post their campaings there, but it is planned and devs will do that.

This game is lovely and unique and the price totally worth it.
demon
( 7.4 horas registradas )
Análise de acesso antecipado
Publicada: 31 de maio de 2015
Gostei muito vale apena,voce pode contruir sua cidade,upar seus trabalhadores, pode dar itens a eles. etc.
Vale cada centavo !
BRAZIL_KILL
( 17.6 horas registradas )
Análise de acesso antecipado
Publicada: 31 de maio de 2015
The game is not a classic city builder, don't go for it if you're looking for a really micromanagement like Banished or even a regular management game as Sim City. You don't have to worry with traffic and energy, so you'll focus in resources. It's a little bit hard to figure out how many resoures you're producing at a time or how many resources a singular peasant is producing (when a sustainable city can house around 20-30 peasants, knowing how much each one produce is important. The graphics and the engine are really good, I don't know how the gameplay don't look in fact real... When I saw game screenshots I imagined a fluent and a "immersive sensation" but no, it feels a bit locked, not definitely fluent. It is partially caused by the lack of the control of the game speed. Oh man, this is terrible. I think the most RPG thing in this game is the obligation to game in the same speed, and it doesn't bring fun to the game, should be cutted off. Battles are very simple, and LOTS of times I had to produce more warriors because some of them got stucked in a corner fighting a wall (ugh...)

But as a city builder addicted, I would recommend this game, because it is fun and bring a new concept in graphics and gameplay. The cons of the game are numerous, but the devs are doing a continuous job to fix them and it is easily recognizable when you launch the game after weeks far from it.
Guigreen
( 12.7 horas registradas )
Análise de acesso antecipado
Publicada: 10 de maio de 2015
Still on Alpha and conquest my attetion and time, hahahahahah, one of a kind simulator RPG RTS fantasy game never found a game so deep playable as this and im enjoying every moment played so far!!
Games Foundry are very responsible, launching patches, fixing bugs, new updates and the most important, they are in touch with the community of the game, and try to respond every single topic created there. Awesome
A MegaBblaster great game by a great Studio!
Fabricius
( 49.7 horas registradas )
Análise de acesso antecipado
Publicada: 9 de maio de 2015
Bom jogo de estratégia, ainda em desenvolvimento mas divertido.
Precisa gerador de mapas.
Tormenta Pls
( 1.0 horas registradas )
Análise de acesso antecipado
Publicada: 6 de maio de 2015
crap , dont buy it...
they will never finish this ♥♥♥♥
i want my money back.
Análises mais úteis  No geral
1 de 2 pessoas (50%) acharam esta análise útil
Recomendado
4.6 horas registradas
Análise de acesso antecipado
Publicada: 23 de março de 2015
First of all hear that my commend is in my faith in the developers.
the game is taking too much time to grow. i mean, i downloaded it long time ago and then played again recently, tha game changed almost 80%, there is so much potential, but it lack many things, such as purpose, tutorial, the system of building is kind of buggy

still it can be a good game, like no other, it has everything to those who like city building in the ages before the big cities.
Você achou esta análise útil? Sim Não Engraçada
3 de 6 pessoas (50%) acharam esta análise útil
Recomendado
3.0 horas registradas
Análise de acesso antecipado
Publicada: 5 de maio de 2015
Muito legal de jogar, porem com varios bugs... vamos esperar e ver se a empresa vai finalizar esse projeto...
Você achou esta análise útil? Sim Não Engraçada
2 de 4 pessoas (50%) acharam esta análise útil
Recomendado
12.7 horas registradas
Análise de acesso antecipado
Publicada: 5 de maio de 2015
Muito bom ! Recomendo.
Muito gostoso de jogar e de ver os habitantes em zoom .

Mistura de Age of empires , The Settlers e Warcraft 3 , com elementos rpg , e gráficos belissimos.

Não se deixe enganar pelas notas medianas. Esse jogo está no alfa e já é bem legal.

Potencial altíssimo!

E estão sempre aprimorando com novos patches.
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0 de 1 pessoas (0%) acharam esta análise útil
Não recomendado
1.6 horas registradas
Análise de acesso antecipado
Publicada: 5 de maio de 2015
Honestamente: comprei o jogo há dois anos e estaria mentindo se comentasse aqui que acredito que ele será lançado. O próprio fato de já ser vendido com desconto antes do lançamento do jogo revela que seus elaboradores torraram os fundos de desenvolvimento das pessoas que investiram nele desde o começo, incluindo quem vos fala.
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0 de 2 pessoas (0%) acharam esta análise útil
Não recomendado
6.9 horas registradas
Análise de acesso antecipado
Publicada: 5 de maio de 2015
Sinto que perdi dinheiro comprando esse jogo.
Você achou esta análise útil? Sim Não Engraçada
Não recomendado
20.7 horas registradas
Análise de acesso antecipado
Publicada: 25 de agosto de 2013
A coisa mais honesta que eu poderia dizer é ... NÂO COMPREM.
Entendo que o jogo está em fase de crição e tudo mais, mas minhas impressões são as seguntes:

1 - Só é possivel jogar 1 unico modo, que é o tutorial. Esse modo está cheio de problemas

2 - Não é possivel salvar ou corregar um jogo

3 - Dá uma ideia muito pobre do potencial do jogo, uma vez que quase todas as funções do mesmo não estão funcionando.

4 - Os personagem que evoluem não recebem pontos de evolução. As contruções que podem ser evoluidas na verdade não podem,

5 - Habilidades dos personagem não funcionam

Em fim eu poderia continuar com uma lista extensa de problemas que esse jogo possui, Mas a questão é que mesmo para uma versão alpha o jogo é muito caro para muita pouca coisa. Seria mais sensato esperar o desenvovedores de fato terem desenvolvido alguma coisa antes de liberar a venda do mesmo.

O jogo promete ser bom, mas a verdade é que mesmo com os textos comicos, enredos polemicos e a fusão do RPG a estrategia, Folk Tale ainda é uma experiência e não um produto que esteja pronto para ser vendido.
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Recomendado
49.7 horas registradas
Análise de acesso antecipado
Publicada: 9 de maio de 2015
Bom jogo de estratégia, ainda em desenvolvimento mas divertido.
Precisa gerador de mapas.
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Recomendado
12.7 horas registradas
Análise de acesso antecipado
Publicada: 10 de maio de 2015
Still on Alpha and conquest my attetion and time, hahahahahah, one of a kind simulator RPG RTS fantasy game never found a game so deep playable as this and im enjoying every moment played so far!!
Games Foundry are very responsible, launching patches, fixing bugs, new updates and the most important, they are in touch with the community of the game, and try to respond every single topic created there. Awesome
A MegaBblaster great game by a great Studio!
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Não recomendado
12.3 horas registradas
Análise de acesso antecipado
Publicada: 26 de janeiro de 2015
Retomando minha análise: retiraram o modo tutorial de jogo e fizeram ele com 5 mapas. Um deles tem um bug que você não consegue pegar pedra. A dinâmica de equipamento dos personagens está extremamente mal feita, a ferraria não serve pra praticamente nada já que só faz equipamento fraco e limitado. Já passou muito tempo do jogo em fase de acesso antecipado e o jogo continua não impressionando. Sinto muito, mas vai continuar negativo.
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Recomendado
17.6 horas registradas
Análise de acesso antecipado
Publicada: 31 de maio de 2015
The game is not a classic city builder, don't go for it if you're looking for a really micromanagement like Banished or even a regular management game as Sim City. You don't have to worry with traffic and energy, so you'll focus in resources. It's a little bit hard to figure out how many resoures you're producing at a time or how many resources a singular peasant is producing (when a sustainable city can house around 20-30 peasants, knowing how much each one produce is important. The graphics and the engine are really good, I don't know how the gameplay don't look in fact real... When I saw game screenshots I imagined a fluent and a "immersive sensation" but no, it feels a bit locked, not definitely fluent. It is partially caused by the lack of the control of the game speed. Oh man, this is terrible. I think the most RPG thing in this game is the obligation to game in the same speed, and it doesn't bring fun to the game, should be cutted off. Battles are very simple, and LOTS of times I had to produce more warriors because some of them got stucked in a corner fighting a wall (ugh...)

But as a city builder addicted, I would recommend this game, because it is fun and bring a new concept in graphics and gameplay. The cons of the game are numerous, but the devs are doing a continuous job to fix them and it is easily recognizable when you launch the game after weeks far from it.
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