Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(1 edit)

Thanks very much for the praise Petf and glad you liked the game and didn't find bugs (I guess the stability release paid off ;) )

>All the battle-maps are designed more or less in the same way: a street in the middle and some houses on both sides. This can get boring after a while as it allows players to use the same tactics on about all the maps.

> I think you could add greater variety to the map design without even creating new artwork by just balancing houses, streets and landscape differently on each map. With the objects included already in the game you could  create a map without the notorious street in the middle and set it up for example with only houses and narrow paths between them. This would create a sort of urban warfare battleground allowing players to take advantage of light weapons. Other maps could be forests or fields, consisting of only bushes and trees, forcing players to use different tactics (and weapons) on each landscape.

Currently, the layout of the village is randomised, so there are several layout possibilities, with 1 - 4 roads and sometimes buildings on one, or more sides of the road. Sometimes it will layout several buildings close together and sometimes spread out. I could add forested areas, or orchards and rock fields. Also, if you meet the enemy on the road between villages you will see a countryside scene, with trees, rocks and maybe one or two shacks. At the moment the rock field generation is not good. I will fix that. Also, I want to implement a randomised building generator. This would make a lot more varied types of building and could make huge buildings, so the battle could take place mostly indoors.

> The mission objectives could me more variable. What about taking/defending a certain object (building or bridge)? What about hostage rescue or protecting civilians / refugees? Or giving cover to a person that has to walk to a certain point on the map? The person could be an unarmed member of your team, allowing you to control his movements in these missions...

That's a good idea, I want to do something like that.

> Grenades have already been demanded. I would like to add a sniper rifle, smoke and flashbang nades to the wishlist, providing new tactics to the players. And what about a rocket launcher? (remembering the good old x-com days...)

Yes, grenades & launchers are at the top of my list of todo features. Sniper rifles already exist, but they are only in the full version. Let me know if you want the full version and I will send you a download link (I offer this version to anyone who gives feedback)

> A way of healing your soldiers without having to drive to the hospital all the time would be nice. Continuous self-healing or pop-ups offering medical aid for cash would be an option. What about medi-packs in the game?

> I am collecting loads of useless weapons and have to drive a long way to sell them. You could also add pop-ups with merchants offering to buy those weapons, maybe for a worse price but without having to drive to another city.

I'm going to change this in future versions. At the moment I am adding features to the tactical part of the game (i.e. the battles). Once I have improved that I will work on the strategic part of the game (i.e. the 2D map). I am going to get rid of hospitals and workshops and use medics to heal mercs and gunsmiths to repair weapons.

> You could add more interaction with allies. They could request assistance for attacking certain places. And players could request assistance for their intended attacks.

The goal is to assist the Ben Dabi militia in any battle they may engage in, so if you see them moving to attack a village you should in to assist. 

> I would also apreciate (as other players have mentioned here), to be able to fire although the enemy is out of range. There can be reasons to shoot although the hit probability is very low. For example when a group of enemies is approaching you may hit any of them when shooting at random. This would also enable you to draw the enemies' attention to a certain player (in safe distance) and leading them to an ambush you prepared for them. 

You can already fire beyond the effective range by 60%. I will look into making it more.

> Reverse Angle Camera: works great, but what about more angles? or even free camera rotation? When you are in a building sometimes none of the available angles will work for you.

I will look into it. 

> Diffculty: On easy level most of the missions are a piece of cake, that's ok. But 2 or 3 cities in the middle of nowhere are defended by about 2 or 3 times as many defenders equipped with powerful weapons which makes it hard (i think almost impossible for novice players) to win these battles.

On easy level you have villages with 1 - 2 enemies at the start. Later on it's 3 - 9 enemies (bear in mind you will have increased your squad size by then). I guess could reduce that to 3 - 7 max enemies.

> The hard level could be more tricky. Once you learn the AI's tactics it is easy to outskill them. You just have to build your fortress in a building or behind a wall with all your soldiers assembled at one place - and let the enemy attack. They will do the favour. After some hiding they will start to run uncovered into your ambush and you can take them out 1 by 1 (which ist fun anyway :). Just stand up, shoot and crouch again. Your soldiers are almost invulnerable behind objects. Those enemies who manage to make it into your fortress will be killed by one soldier who has saved some APs for exactly this purpose. This tactic allows you to collect the assault rifles your dead enemies leave on the floor although your soldiers were only armed with pistols. Suggestion: AI (enemies an allies) should try to take better cover and not head directly to their opponents but look for a sneaky way, where you can't spot them or where they are covered.

If the hard level is too easy you can switch to "very hard". Some scenes have very little walls, or the walls are on the opposite side of the village, so you may not have it so easy to make an ambush. The AI will eventually try to flank your position. I could add an AI behaviour so they completely walk around your cover and come in behind you.