Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

THANK YOU SO MUCH! This is the kind of feedback I’m looking for! Thank you for noticing the amount of effort that I'm putting into the game. It means a lot to me that such an honest and critical player noticed it.

  1. Thank you for not only saying that the game lacks a tutorial, but also for pointing out specific examples. I will add tips about all of that in the next update, as well as a few others. The game definitely lacks an explanation about unit stats; I will add that too. You already gave me some good ideas about how to do it.
  2. Range matters in ranged attacks. I will definitely show this in a much clearer way. Positioning matters as well because of this, but the game lacks indicators and explanations. In the future, I want to separate different kinds of ranged units. Some of them will be able to shoot after moving, but this will require more explanation within the game.
  3. This problem exists. Now it's usually solved by taking the first hit with a less valuable unit. A player can also separate their troops into several stacks to use one as a bait for a counter-hit. But again, I agree that the game should explain this mechanic better. In the future, units will also have different perks and skills that will make the overall tactics much deeper.
  4. This is the easiest problem for me to solve, and I think the most common one. I will address it in the next update.
  5. I totally agree. I wanted to start this playtest to get an opinion about this system. The game has a problem with snowballing, and even greater rewards for losing streaks don't help. I have some thoughts on it and will introduce another solution in the next update.

Thank you very much again! This kind of feedback makes the game better!

(+1)

Glad to hear my feedback was helpful! As for the snowballing issue, the two main ideas that come to mind of what might be worth doing to address this is:
A. The simple option- just make it so that if you lose a fight that it ends your run, and you just go back to the start. Basically the roguelike approach.
B. You could flip the system on its head somewhat. Essentially you could have a strong negative feedback loop and a much weaker positive feedback loop that eventually becomes stronger than the negative feedback loop. The benefit of this is that you can still have momentary comebacks, while still rewarding/encouraging the player to try to win even when relatively outmatched. One of the primary issues with negative feedback loops that are too strong is that all that really matters is the end (e.g. in mario kart games the early laps aren't that important since it's relatively easy for someone behind to catch up and it's harder for people in the front to maintain being ahead of the pack). A practical example of what combining a positive and negative feedback loop in your game might look like might be something like:
- you keep your units between fights, even if any (or all) of them were killed, and they are fully healed
- You have some sort of 'economy' stat. If all of your units are eliminated you will lose some of your economy, but you will gain something that makes you fairly significantly more powerful.
- The economy stat can effectively be tied into making the player stronger between fights. Whether that's upgrades or more units, etc. The point is that the longer you can keep your economy strong, the more benefit it will provide. The main trick here is how strong or weak this feedback loop is. Ideally you would probably want it to be strong enough to counteract the problem of a too strong negative feedback loop but not so strong that the outcome of the entire game essentially boils down to how well the first one or two fights went.

I decided to make a full refund for all unit losses and give an equal reward regardless of a win or loss for now. I don't like this solution because it almost neutralizes the importance of winning. However, I don't see any alternatives for now to avoid a spiral of death and snowballing.