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[1.2.1] demo early feedbacks

A topic by Tchey created Apr 18, 2021 Views: 256 Replies: 6
Viewing posts 1 to 6

Hello,

Here are my first feedbacks playing version 1.2.1 demo (with no order) :

+ Thanks for native Linux, no issue so far on my Manjaro.

+ Overall feelings are quite good, "but"

+- from itchio app, game doesn’t run, must go to local folder and run the MercTactics launcher manually

- drag to move is fine, but a click once to target, click again to confirm, would feel better IMO

- same for shooting, click to target and see details, click again to confirm, would be good

-- driving around to reach shop, recruit, heal etc is no fun. I read you want to improve battlescape first, geoscape later, so there is hope !

I would prefer a "base" instead, but not sure if you can or want to do so.  Maybe at least a mobile truck with some basics, instead of the jeep ?  Maybe let the player select a few nodes to have camps/bases, with some steps to improve them with money, reputations, something, and attracting bandits to attack ?

- Free camera please ? also when i switch camera, the direction are inverted too, ie right arrow moves the map to the left.

+- Mouse customization, so i could use MMB to pan the view, LMB to select, RMB to fire, Thumb mouse button to open inventory, etc 

+- A way to remove roof, without having a unit inside ?

+- Deployement is too often similar, a road, some buildings, an open space to deploy first turn i  run to cover and wait for the AI to attack, as they always find me it seems.

- AI was "stuck" a few times, while my men where behind heavy covers, untouchable. I just stand, shot, kneel, the AI shot at my cover, repeat until victory.

Developer

Hello Tchey,

Thanks for the feedback.

+- from itchio app, game doesn’t run, must go to local folder and run the MercTactics launcher manually

I think the itchio app is looking for a script to run the game. That should be easy to fix.

- drag to move is fine, but a click once to target, click again to confirm, would feel better IMO

I don't think that's a good idea. It would slow things down, besides there is an "undo" button in case you make a mistake.

- same for shooting, click to target and see details, click again to confirm, would be good

I will look into it.

-- driving around to reach shop, recruit, heal etc is no fun. I read you want to improve battlescape first, geoscape later, so there is hope !

I would prefer a "base" instead, but not sure if you can or want to do so.  Maybe at least a mobile truck with some basics, instead of the jeep ?  Maybe let the player select a few nodes to have camps/bases, with some steps to improve them with money, reputations, something, and attracting bandits to attack ?

I have a plan to change the strategic part of the game (i.e. the 2D map). I will write a post soon, explaining that.

- Free camera please ? also when i switch camera, the direction are inverted too, ie right arrow moves the map to the left.

I am not too keen about the free camera, because it just creates more work for the player, without being really necessary. I will fix the key issue.

+- Mouse customization, so i could use MMB to pan the view, LMB to select, RMB to fire, Thumb mouse button to open inventory, etc 

that seems like a good idea, I will look into it

+- A way to remove roof, without having a unit inside ?

The roofs disappear once your mercs come close to the building. This is so that you can't see everything until you explore the scene.

+- Deployement is too often similar, a road, some buildings, an open space to deploy first turn i  run to cover and wait for the AI to attack, as they always find me it seems.

Yes, I want to vary the types of scene. I have planned to add a randomised building generator, which should give more type of building.

- AI was "stuck" a few times, while my men where behind heavy covers, untouchable. I just stand, shot, kneel, the AI shot at my cover, repeat until victory.

The enemy should be occasionally be able to hit you, even if hiding behind wall. Also, they try to flank your position, or try to get an interrupt, after missing several times. It could be a bug. I will look into it.

- drag to move is fine, but a click once to target, click again to confirm, would feel better IMO

I don't think that's a good idea. It would slow things down, besides there is an "undo" button in case you make a mistake.

Almost all other similar games do click, not drag. Both should coexiste, actually, but IMO "click" is a must unless you like to disturb players habits for... no reason. Drag is usually used for precise tactical behavior, like Door Kickers or Frozen Synapse, where you must do several things on the way. and phone/touch games, but let’s not talk about those horrible GUI here...


- Free camera please ? also when i switch camera, the direction are inverted too, ie right arrow moves the map to the left.

I am not too keen about the free camera, because it just creates more work for the player, without being really necessary. I will fix the key issue.

Often the camera still hides somethings i’d like to see. If not free at the very least it should cover 4x90° not just 2x180° Also for pure cosmetic, i like moving the camera around. It’s a big QoL in "all" games, i think.


Quite curious to read you inputs on the "new" strategic layer (2D map) you want to go with !

+- Deployement is too often similar, a road, some buildings, an open space to deploy first turn i  run to cover and wait for the AI to attack, as they always find me it seems.

- AI was "stuck" a few times, while my men where behind heavy covers, untouchable. I just stand, shot, kneel, the AI shot at my cover, repeat until victory.

Same here, watch the images I uploaded in  my last reply in the thread I opened here: Testing V 1.2.1. The AI will always come for you so there is no need for taking any risk and leave the cover. Sometimes you have to send one of your soldiers to wake the enemy up, then run back and prepare the ambush. It works many times, also on very hard skill level.

Also the AI of allied troops could be better. I am currently playing the full version and I am fighting the cities that are not available in demo. There are so many enemies that you need some allies. But it is disappointing to see Ben Dabi forces  running into the opponents' fire completely uncovered.

I also agree with  the proposed improvements for the "strategy map". Anyway I think Ed is going to change some things there, so I will wait for future updates.

I don't agree with the suggestions Tchey makes for the "tactical map". IMHO the controls are very simple and intuitive. I don't see any need of adding anything, would only make it more complicated. 

The game crashes when I go back to Ben Dabi in order to meet my fellow merc and it also crashes when I have earned enough reputation to make Leonidas join my squad: When I go back to Ben Dabi on the strategy map to meet Leonidas, the game crashes (on linux and windows).


Good to read contradictory opinions in a polite way (even if obviously you are wrong to disagree).

I don’t see what you mean by not adding more controls not to make it more complicated ? Camera behavior you mean ? And click/drag to move units ? If they are options, i don’t see how it’s complicated. Options = accessibility, just keep the default to the simple ones.

Ok, maybe I got you wrong there, Tchey. Nothing against optional controls. But I think the default controls / interface are quite good: click and drop movement, one-click-shots, only 3 available attack modes, unlimited ammo, no need to reload, easy picking up weapons etc. All this is really intuitive and I wouldn't like to see it getting messed up with too many additional stuff by default.

I am still fighting the last villages in the full version and my allies are so annoying... They seem like lemmings, rushing for the enemy and trying to catch some bullets. And when all allies get killed before you win the battle, the Ben Dabi forces won't move in to these places (on the strategy map). So the enemy can easily retake these places once you have left. Is meant to be designed this way?

I would suggest some kind of communication with allied forces on the tactical map. It is ok that you don't share their FOV. But there could be some interaction like status infos (enemy spotted, enemy in this building etc.) and I would suggest a way of asking the allies to do certain things (take cover, stick together, attack, flank the enemy etc). Maybe this could increase the probability to survive for some of them.

Developer (1 edit)

Replying to both Petf and Tchey:

> Almost all other similar games do click, not drag. Both should coexiste, actually, but IMO "click" is a must unless you like to disturb players habits for... no reason. Drag is usually used for precise tactical behavior, like Door Kickers or Frozen Synapse, where you must do several things on the way. and phone/touch games, but let’s not talk about those horrible GUI here...

I see now that you are right. But if I use a left click to create path, then I can no longer use left click for panning.  I would have to change panning to either right, or middle button click.

> Often the camera still hides somethings i’d like to see. If not free at the very least it should cover 4x90° not just 2x180° Also for pure cosmetic, i like moving the camera around. It’s a big QoL in "all" games, i think.

I will look into it. 

> Same here, watch the images I uploaded in  my last reply in the thread I opened here: Testing V 1.2.1. The AI will always come for you so there is no need for taking any risk and leave the cover. Sometimes you have to send one of your soldiers to wake the enemy up, then run back and prepare the ambush. It works many times, also on very hard skill level.

I don't see any problem with that, considering the player has used good tactics in finding good cover (which will not always be located near the deployment zone). Also, in big scenes not all the enemy attack in the first wave. The player will have to leave the cover to seek the rest of the enemy on the other side of the battlefield. As I said in previous thread, I could make new behaviour that the militia retreat to a building once they have taken a lot of damage.

> Also the AI of allied troops could be better. I am currently playing the full version and I am fighting the cities that are not available in demo. There are so many enemies that you need some allies. But it is disappointing to see Ben Dabi forces  running into the opponents' fire completely uncovered.

If you overwhelmed by enemies, then you could just play on an easier level. Apart from that, I could make Ben Dabi take a more defensive attack.

> I also agree with  the proposed improvements for the "strategy map". Anyway I think Ed is going to change some things there, so I will wait for future updates.

I'm working on that ;)

> The game crashes when I go back to Ben Dabi in order to meet my fellow merc and it also crashes when I have earned enough reputation to make Leonidas join my squad: When I go back to Ben Dabi on the strategy map to meet Leonidas, the game crashes (on linux and windows).

As I said in previous thread, I can't reproduce. I'll have another look, but if you could send me the game save data that would be useful.

> I am still fighting the last villages in the full version and my allies are so annoying... They seem like lemmings, rushing for the enemy and trying to catch some bullets. And when all allies get killed before you win the battle, the Ben Dabi forces won't move in to these places (on the strategy map). So the enemy can easily retake these places once you have left. Is meant to be designed this way?

The Ben Dabi uses a slightly modified AI algorithm as the enemy, but as I said before I could make it more defensive.

> I would suggest some kind of communication with allied forces on the tactical map. It is ok that you don't share their FOV. But there could be some interaction like status infos (enemy spotted, enemy in this building etc.) and I would suggest a way of asking the allies to do certain things (take cover, stick together, attack, flank the enemy etc). Maybe this could increase the probability to survive for some of them.

Ok, I will think about that.