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(2 edits) (+1)

Hey, thanks for the feedback and thanks for playing!

I agree with your comment on the AI difficulty. I think I may have over-tuned it to the level 1 stage. It's essentially applying the same tactics no matter what stage it's on, but the impassable terrain on stages 2 and 3 definitely mess with their plans. It feels kind of weird, but I wonder if I should have swapped level 1 and 3. At one point I considered making the AI a little less aggressive on offense in level 1 because you have to make basically no errors or they will dunk on you (literally). 

The player move indicator was a struggle for us in development. You weren't seeing a bug; you were seeing an edge case. Essentially players can move and "attack" once per turn, so we turn off the highlight once they've done both. However... technically you can move and have no options to attack right now. But if another teammate pushes an opponent into you, you can then take a push attack action (or a pass if you're passed the ball). So we can't really turn off their highlight after just moving. Or, rather, we could, but we lose some strategy and potentially frustrate players the other way. It's an annoying issue. We talked about adding color coding or icons, but I didn't like the increased complexity of adding weird iconography.

Good point on pressing Esc to cancel out of movement options. Definitely it could make sense to include the text "Press Esc to Cancel" in the bottom left when you're choosing. I agree with your opinion on Undo as well. It's annoying to make a bad move by accident or whatever. Since there's no RNG, it should technically be allowed to just totally go back to the beginning of your turn if you want to play it differently as well as going back player actions. This feature idea crossed my mind during development, but it was a touch too annoying to code so I didn't get around to it. RIP.

Thanks again for your time and feedback!