Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(4 edits) (+1)


Played until the third mission. The StarCraft vibes are definitely there but I think it's unfair to call this a StarCraft-like, since the best thing the game has going for it is that it's a non-standard RTS with a unique way of managing your forces. Without that I would have been much less interested in the game at the start, however the execution is where it gets a lot more messy, so even though the game is fresh enough to grab your interest at first that's not enough to compensate for the problems for long. It's an impressively competent game that on a base level has a lot of potential. It doesn't fail in any technical or fundamental way - every single problem comes from minor design decisions and balancing. You clearly know what you're doing on a technical level and would have had a real diamond on your hands if you had found a way to focus the gameplay experience. Since the game is close to release I think it's too late to change things in a major way but it's still valuable to know what was done well and what wasn't.

I'm not going to comment on the artstyle too much. I will admit that for the longest time I didn't pay any attention to the game because the graphics made it look like an unserious project. The assets clash with one another but I will say that I didn't have that much of a problem with it while playing. It's more of a problem when trying to attract new players. It gives the game a unique surreal quality but it creates the impression of a messy game.

Two missions into the game and the game is already as relentless and unforgiving as the late Brood War campaign. The StarCraft campaigns are still fresh in my mind and I don't think that even Omega (last Zerg mission) ever got that brutal with how absolutely inhumanly it treats the player. I would call that more unfair than difficult, because difficulty has some relation to skill. Here it's about replaying the mission enough times to learn and get around the ways in which it steamrolls you, which reminds me more of a challenge run than it does of any RTS campaign I've ever played. I've never played RTS games in multiplayer but I assume that this is what it probably feels like. Zero time to recuperate and think, just beat the opponent as fast as possible before he beats you. That might be fun for elite players, but it's baffling to see it in a single player campaign. A good campaign is typically a sequence of interesting scenarios that have some kind of strategic gimmick that has to be overcome.


It's fine if the game's target audience is limited to top RTS players, but considering that this is an unconventional RTS with its own rules, even the most hardcore players would need some introduction or tutorial to get the the hang of things. If not that then at least the first few missions should be more forgiving to give some breathing room to experiment and figure out how to play without enemies constantly breathing down your neck.

The two weakest aspects of the game are the sound effects and presentation. If we compare this to StarCraft that game would be diminished massively if it didn't have its amazing sound effects and story presentation. The sfx of Hypercoven are not punchy or memorable enough, sometimes there outright aren't any.  This isn't just for atmosphere but it's also because in a genre like RTS sfx are one of the ways in which information is communicated to players extremely quickly. There's not even an alert when you're being attacked here. At least have a jingle when a mission is completed, Presentation is very important for user satisfaction, more so than difficulty or anything like that. For story, even a small improvement like displaying the mission briefing in a new window without any distractions and some sound effect would improve the emotional player experience a lot.

The game is ultimately too unfocused. From a technical perspective, amazing work, this is a big accomplishment. From an abstract perspective, it could have been amazing, but that's usually the hardest part .

(+1)

>Since the game is close to release I think it's too late to change things in a major way but it's still valuable to know what was done well and what wasn't. … Two missions into the game and the game is already as relentless and unforgiving as the late Brood War campaign.

Well, I was running a much different campaign at Next Fest. The first three missions, you could basically not lose, except out of explicit stupidity. But player retention from 1st to 2nd mission was so abysmal, I wanted to try something new now. I can’t really judge if it has been a success (DD player numbers and sentiment being much different), but I guess toning down the difficulty is in order.

>Here it's about replaying the mission enough times to learn and get around the ways in which it steamrolls you, which reminds me more of a challenge run than it does of any RTS campaign I've ever played.

The interesting thing is, I was replaying Sc1 campaign a few years ago, and while I did play a lot of multiplayer back in the day, I actually failed a few of those missions – not even the hard ones – on my first attempts. Because they are in themselves like puzzles; they are not like the Sc2 campaign where basically every mission is a multiplayer match of varying difficulty.

So this puzzle-like quality has kinda been my goal (idk if there is an audience for it, but whatever). Only gotta see if I can make it more approachable, maybe instead of making sure there are 2-3 good strategies, make sure there are 2-3 bad ones and the rest are good.

>The two weakest aspects of the game are the sound effects and presentation.

Yep, the sound effects are incredibly weak, which interestingly most people don’t seem to notice. It’s just grabs from different sound packs, and yeah, unit confirmation sounds and death sounds would go a long way to improve the experience, but those are even harder to find and match.

At least for the presentation I should be able to get some good improvements in, I’ve barely been paying attention to that part so far.

Thanks a lot for your honest feedback, it’s very motivating.