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Thank you for your thoughts and suggestions! Did you get this running though wine or a parallel desktop app? 

Yeah, pathfinding needs to be improved in the future. A model viewer would be cool.

I'd say tanks remain the focus on the game design, and I want infantry to be more of a specialist tool for dense areas. I'll definitely continue to finetune how they play, and test some long range infantry too. 

With improved enemy AI I hope this shakes up the gameplay and tactics, although I don't want it to become too pause-heavy.

I'll take a look at the bugs, the freecam is sort of a debug/screenshot which I hope to improve.

Like you mentioned, I want to keep the mandatory lore on the lighter side and exposit through the experience, and allow players to read more if they want. Hope to add better descriptions and UI stuff.

On the suggestions:

- Queuing fire commands: will consider, what may be happening is that the enemy tank has fully aimed and is just waiting for a clear firing solution, whereas yours still needs to aim?

- Purchasing/sickbay/logistics: Lots of interesting ideas here. The campaign/worldmap is still being developed and lots of the above is planned! especially with side/optional missions to "acquire" supplies. Character interaction will probably come with base/convoy management.

- Off-map support is planned too.