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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. :)