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The select the first mission, i have my Home, and 3 objectives. The GUI shows on the left side the 3 objectives, and i can click on that, or on the spot on the map, to select the objective i want to complete. But, my Home spot is also an objective, and has no GUI line for it.

The first mission/tutorial is still not doable for me. I cannot move the camera while the girl chat is open, so i must first close the chat, then move the camera to see the loot and move. I can play, but without the tutorial open.

Then, i still think there are too many layers to the maps (global, region, local...). At least one should be removed. Selecting the region, alright. Selecting the objective should be a simple screen without map, like 3 cards or documents or something. Then the next map would be already enough, but then i still have to move around a local map. It's way too much.

Also, i would really want to move my soldiers in any order i want, as i already have to deal with a sad "2 Actions" system, instead of a "Time Units" system. It's too limited, IMO. That way, i would move my soldiers as i like, then hit a "End Turn" button.

The general experience is nice, and i enjoyed so far following the progress on your game. Sure, I'd have loved a Time Units system (like Xenonauts or Enemy), organic covers (the hidden gem Enemy, from Tom Johnson, does that really well with its voxel world), more options in characters builds (deeper inventory managment, parallale base building...) but well... Maybe later.

Thanks for the feedback! I always appreciate your input. 

I'm not sure why the tutorial is still giving you trouble but that's frustrating (for me and you haha). Are you clicking through the dialog rather quickly? I've seen things get thrown off then and am planning to fix that at some point (but haven't yet obviously). You should possibly be able to zoom the camera out and complete the tutorial in that case i think.

The mission maps are definitely going to be a point of emphasis in a future build. I have a few ideas for improving choosing objectives and navigating the maps that I will be working on soon. Glad to hear your take as it helps a lot to understand what's not working and/or confusing.

Time Units vs Actions.... Squad based vs Initiative System.... Inventory management.... base building.... these are tricky debates. Every game designer has to make choices when designing their game, and I think to some degree it just comes down to preference. I really enjoyed playing the original X-Com games back in the day, but the simple elegance of the XCOM:EU action and inventory system really impressed me.  I also  am doing most of the work myself on the game so I have to make some trade offs to be able to actually complete it :) which is the main reason I haven't attempted base building, crafting, more complex inventory management, etc. I'm hoping I can get the other stuff right enough to make the game enjoyable. Sorry if I am somewhat failing at this! But I'm trying!

I'll check out Enemy - this is the first time I've heard of it and it looks kind of weird and interesting.