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(+1)

Bug: Pressing N and M together
If you press M (Finish Mission) and N (Show objectives) together at the same time, this happens, you get the objective screen with a finished mission screen overlayed on each other.
Hooray for infanfry!

I gave it a go and I will say that the new tutorial for infantry is... Kinda unfair and somewhat overwhelming for a tutorial mission? I understand that you're trying to show information about visibility for vehicles, but as soon as that section of the tutorial ends, immediately several enemy vehicles pop out and open fire on my IFV's, which was rather surprising since I wasn't able to react fast enough to get smokes or move the tank ahead before I pretty much lost one IFV and infantry in less than a couple of seconds, and the other infantry getting damaged when I panick unloaded. It doesn't feel good that this is what is happening in a tutorial. Obivously on the second attempt I was more prepared but I feel like that probably isn't the intended effect.

As for the rest of the tutorial mission, I found it to be rather jarring as the enemy infantry were always pretty close together and I ended up just basically using my own infantry as scouts whilst my vehicles destroyed buildings.

I get the concept, but I do think it'd make more sense to have the 4th tutorial mission focused around the IFV and infantry by themselves rather than have the tank be a component in the mission, as otherwise it feels a bit like there's a lot to juggle (Managing Tanks, IFV's, and Infantry all at once can be a hassle, especially if you throw in enemy vehicles and infantry into the mix, which I feel should be left for the game itself, like in mission 2).

I think it'd be a good way to demonstrate the firepower of IFV's and infantry, and allow you to better demonstrate how they work offensively (attacking infantry in buildings), and defensively (setting up in buildings to counter enemy vehicles), and more easily demonstrate visibility and engagement by having the IFV act as more of a scout unit that can detect units at range (and focus on ROE) and allow infantry to move between buildings to engage in ambush. Am I saying that's how it should be? No, I'm not a game designer. But I just feel in my head this makes more sense.

Also, I confess I preferred the older versions 'top down' style in the customisation menu where it was at an angle, I initially got confused in this version and mistook the IFV for the Tank a couple of times, despite the spotlight, due to the Tank being in the center. I know, a really minor and petty thing, but I just think it looked better in the old version.

I also found a visual bug: I discovered press M automatically completes your mission, however, if you press N and M together at the same time, you get a combination of both screens (See image) - I thought if I pressed M, it might open a map for some reason, so I must've accidentally discovered a dev command there.

Thank you for the extensive feedback, appreciate the time you took to write out your thoughts.

Tutorial 4: Yeah there's a pretty unfair jump in difficulty for a tutorial, I'll adjust the difficulty. The first group of enemies shouldn't immediately attack and that will be fixed.

I kept the tank as I do want the focus to stay on armored warfare, especially when IFVs and infantry can be fragile and unpredictably wiped out in seconds, but the balance of infantry will definitely be worked on. 

I really like the point about demonstrating ambush and defensive potential, gonna see if I can work that into the tutorial. Also thanks for voicing your thoughts on the armory angle.

M is a dev command haha, good catch! will fix that.

(+1)

Happy to help! I really do think this is a lovely game and it scratches some itches for me, so I'm eager to see how it develops over time! I would love to support more in any way if possible since I do think this has potential! :)

I do fully understand the tank being a focus, it is a game about tanks after all and I am not ignorant of that, I just figured maybe it wouldn't hurt for one tutorial mission it demonstrates how to use IFV's and Infantry by themselves, since up until that point you were using multiple tanks anyway and you'd be using them together in the future anyway.

If you want extra feedback about how the tutorial missions would go with ambushes, I actually tried Mission 2 again and found using the Rules of Engagement button quite helpful as I could catch glimpses of vehicles using the infantry by slipping them into buildings whilst the vehicles couldn't see them.

It might be worth using the ROE mechanic to have infantry scout behind forces (which ties in well with visibility) that are aiming away at a certain road, and allowing the IFV to perform a flanking maneuver, or if the tank should be a crucial point, have the IFV be used to support infantry against opposing infantry, and have the tank be used to ambush vehicles.

As for defensive tutorials in that same mission, you can have the player do ambushes, then swap it into a psuedo-defense mission (Which would actually tie in well for missions like Mission 4 which is about standing your ground) where they have to move their units into alleys and buildings and attack as vehicles pass by.

Again, by no means am I saying this is how it should be done, I am merely throwing an idea out about how this could potentially work, it is your game and I 100% respect that my ideas could be ludricous or just might be out of scope for your game. :)