Yeah I feel I need a bit more experience before making worthy critiques, but partly I just suck as critiquing...
Don't be shy, the best way to learn is to dive right in. I think this is a good crowd to critique as nobody takes things personally.
I thought that Kaiso would pull many more votes than it did, I gave it and Irrigation Aggravation 3 points each.
Thanks for the vote of confidence Lime. I think that Kaiso like Gaslight Agents suffered for its complexity.
Seo made a comment about how these games were designed for the GDS but if they are developed on beyond zebra obviously those limitations no longer apply. Which got me thinking about what would I change about Kaiso.
I think I would want to give it a shot with most of the complexity intact. I would however change the way upgrading would work. Instead of buying the individual cogs of production a player would just buy a single card that upgraded capacity, or a single card that made their house bigger, giving two avenues of upgrade. I think this is a bit more elegant.
Actual Kaiso is harvested year round, and only takes about 30 days to grow. So I would like to add a way to harvest in Spring, summer and Fall, and still give winters off.
I would like the turns to go quickly so that many years could be played out, I really like the idea of a long term game where you build a family and business. Playtesting would show I bet that an individual turn may be too long and lots may end up on the cutting room floor.
The market system might have to be revised to cut out the book keeping. I would like the players to have some effect on it, so that some long term planningn would matter.