Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Depth of Extinction

Explore a flooded world in this tactical RPG · By HOF Studios

Version 35.5 First Feedbacks

A topic by Tchey created Oct 16, 2017 Views: 291 Replies: 7
Viewing posts 1 to 5

Hello,

I've played a little with the new version, 35.5, and here are my first early Keedback. I may add more as i play more.

- Linux crashed, i add to delete the game and the Unity3D related folder, to DL again and launch. Then, no visible issue. Not a big deal, but may be usefull for others to know. By the way there is a mistake in your post about Linux to set Tutoriel:false, you said to look for "JOF Studio", but it should be "HOF Studio". https://docs.google.com/document/d/1zUWlQ9gNx0-1B9nqcASszq2cRRqJYXbmhf87teg6cBc/edit#

- When assigning a class, previous version had a "tag" to visualize the class choosen (like a shotgun, sniper...), but it seems now, there is nothing to tell your soldier's job.

- First screen, "Outfit your team : Next", should be clcikable, or remove the right part, or just the "next", or something, as the real button is the bottom centered "Next" only.

- When clicking on Overwatch, then pressing Space, the tooltip stays on screen until i move the mouse again.

- Some issues still to tell if i see a wall or a pathway,



- The view when paning camera is still "slippering", the camera stops well if i release the button, but moves more than expected when i keep the button pressed while i move around.
- If only you could totally change the 2 Actions for a real Action Points, it would be great... You can't really use advanced actions with the 2 Actions system, like target a part of the body for more AP, snap shot for less, move then fire then get cover, etc... That's IMO the biggest flaw of this game, otherwise very enjoyable so far, "but"...
Developer

Hey thanks for the feedback.

That's weird how the class icons are not displaying. I've not seen that one before but will see if I can figure it out.

Are you saying that the game is still crashing if you don't do the workarounds? I'd not looked into solving that yet since I was still making so many changes.

That tile is definitely a floor (at least that is the intent) so I'll take that as feedback that it's not clear :)

I'm planning on doing work on the camera at some point but nothing has changed there since the last build.

Not sure I can change the action points at this point in the game :( since I want to release around the beginning of February. I will definitely be thinking about how I can add some more complexity to combat but I can't promise that this is going to change too significantly.... 

About crash on Linux, no, after deleting all game related files, and re-DL fresh, i don't need to do anything, it's working fine.

I know the tiles on the pictures are floor, but it's not obvious enough, i think.

The Action Points, yeah, i suppose it's late for a deep change, but still, it was my main concern since the first day i read about the game.

I forgot also on feedback, i said it already for previous versions : Double-click on Overwatch, Defer turn, Defend... would be great, instead of having to Click once, then move the mouse, then click a second time to confirm

Developer

It's hard being a small indie. If I can't get some kind of "action point" functionality into this game then I will definitely look into it IF a sequel is to be made. I did like that system in X-Com and in other TB games that had it. 

Definitely the inputs will be worked on more to simplify the flow of the game. I've got that feedback noted but haven't decided on the exact way i want to implement a button change for every button use scenario yet. Trying to maintain consistency within the UI for now.

About wall/floor, what about an option to "simply" remove all wall tiles, a toggle, so players can decide if they want "pretty" or "obvious". The wall tiles could then be nothing but a black empty tile.

Something else, i like the new looting system, but it's annoying to have the popup each time i click on a tile with a loot, telling me i need to be on adjacente tile to grab it.

About Action Points, maybe look at Vigilantes (Timeslip Softworks), Templar Battleforce (Trese Brothers), and other games with Action Points done differently (i mean different from Fallout or Xenonauts). 

Maybe instead of having only a perk from Reaction to get 1 more action, do a 3 actions for all. It could be walk shot walk /  shot walk shot / run shot / run walk / but also shot with special tricks / crawl / rest and heal / ambush / etc

Developer

Yeah we could definitely do some kind of "toggle off" walls. I can at least play with it as that would be cheap to implement (i think :))

A suggestion about loot i heard is to just have the character walk over and automatically pick it up. No dialogs at all. I liked that. Reminded me of Steamworld Heist and feels cleaner.

The main problem with changing action points now is it would require a massive rebalancing. That scares me a lot as this version has been played a lot at this point. I've got Templar BF but haven't played it much yet. I'll check out the other game too and see if there is something to borrow that won't fundamentally change the game.

i could play straight till the end without getting bored in this time. i saw build 35.5 got fully improved.
and it was very fun to play for long time. soon, i will play again.

some minor bugs are still there but they are not breaking the game.
and more contents will come ? sounds really nice. :)

now, i got an idea how devs want to make TBS shaped in this game.
its totally governed only by initiatives and thus its a kind of CTB but with strict sequential order.

so changing around mechanism of AP might become a killer in very bad manner. since unit of highest initiative could rule over or could be ridiculously overpowered in any condition.

please be careful.

Developer

thanks for the feedback! I don't think we will be changing the AP system too much from the current implementation. We will be doing a few major balancing updates in the future but we are going to try to get as much content as possible in first.

A few ideas around initiative we are going to try out in future builds:

  • Allow player to freely switch between characters at the same (or similar) initiative level and remove the "defer turn" option
  • allow free movement (character by character) when no enemies are present (possibly have an "alert" meter to govern this)

Many later stage battles (like the final boss battle of each "mission") will be larger in scale and have you fighting against many enemies so we want to balance for that as well. We are probably going to have a "challenge mode" to give you a random team (or possibly a team of your players) against a large boss mission. I think this might be only in these beta builds on itch.io and should be fun since you can kind of skip ahead. It will also help us to balance the battles. If people really like it then we can try to see if we can fit it in the final release in some way. Maybe a "daily challenge" or something with a leaderboard.