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(3 edits) (+1)

Suggestions: 

0.I can't read tips during loading mission of game because it loads too fast. Consider adding "press any key to continue".

1.Skill for figthers "Ignore frozen enemy", so use of corresponding bonus would allow them to reach enemy base quickly.

2.I noticed that shooters, when there are many of them, tend to overdamage enemies. I.e. when they shoot at the same time they shoot the same target more times than enough to kill it. While other enemies nearby, thanks to their luck, stay alive. Maybe you could fix it (so no enemy would be overdamaged. And consequently, it will lead to enemies receiving more total damage), or make special skill "Coordinated attack" for it.

3.Some missions for guilds are quite fun. Please, consider adding ability to play them again, even without getting reward.

4.Display time left for calling wolf pack leader for help again, rolling stone again, etc.

5.Display time left before a player would be able to call the next wave.

6.Make prices in the shop to adjust automatically (Ideally it will make prices more fair, prevent overreliance on some bonuses, almost non-existent use of other bonuses and motivate player to win missions that are most difficult for him/her). It could work like this: Each time player buys one bonus the price for said bonus goes up . Each time hard battle was won without use of said bonus its price will go down (of course there must be limit, like minimum price equal to 1 crystall. I doubt that you will want zero and negative prices). Of course the trick question is "What to count as hard battle?". Probably you could make your game automatically collect data (personally for each player. So prices in the shop will look differently for each player) about numbers of wins (for each mission type) on maximum level of difficulty.  Then the game would mark top five (or maybe other number, like seven or three) missions with the lowest numbers of wins (zero number of wins for fresh missions would be counted too) and tell the player that if s/he will win any of them, then prices for any unused bonuses will go down. If too many missions have equally low win count (Like maybe this specific player have never played any mission on the hardest difficulty), then top five missions are selected randomly among them. Possible pitfalls: If you will consider implementing this mechanism, then please make sure that the game doesn't count missions that are not playable yet on hardest difficulty (either because their levels are not implemented yet or player didn't reach them yet or player have never played on said level even once, so the highest level of difficulty is not avaiable yet).

Hi, sorry for late answer.

0,1. I will think about it.

2. Now they aim in one nearest enemy. If they overdamage it and there is somebody in area, they will without aiming make damage to it. Otherwise cooldown timers sets to 0. (I'll check it, may be there is a bug in this scheme). As for visual aiming at different enemies at once, it is much harder to do it, so it will be introduced at the last moment.

3. Yes, I also want to do this. I want to make the ability to play mission again, and also mark passed difficulty. 

4. What do you think the best method to show time left for active background (wolf, rolling stone)?

6.I like your idea about dynamic price at shop. It would hard to implement this. Also there is a chance that player can cheat the game.

(+1)

"What do you think the best method to show time left for active background (wolf, rolling stone)?"

Probably floating text that moves with camera. So a player wouldn't need to have his/her eyes constantly glued to place where wolf/stone/etc should be. Beside, speical audio effect to indicate that wolf/stone/etc became avaiable would be helpfull too.

"Also there is a chance that player can cheat the game."

Of course. By the way, it's why I susggested number of wins, instead of win/lose ratio (otherwise a player would be able to cheat by allowing enemies to kill him). But the same logic is applied to any code. A player with some hacker skills can find a bug and use it to cheat the game. But would you give up? "I can't write perfect code, thus I should just give up". I don't think so, most likely you would just change your code. You can use the same approach in proposed price mechanism. If you will discover (or a player will discover and inform you) way to cheat it, then you can always just change how the price mechanism works. Or even return to static prices, if you decide that you can't fix it.

Another advantage of dynamic prices: As a developer you can include new bonus (or remove/change old one) without need to carefully recalculate static prices. 

P.S. Among with cheating, there is another possible problem with dynamic prices: Price adjustment takes time. Considering relatively small amount of missions (18 missions total. 19 if we count bonus mission with the giant green ogre.) prices must adjust quickly enough (probably giving ability to replay guild missions and make them able to influence the prices will ease this problem a little.).

 Floating text that moves with camera - it's easy. I will make it.

I did not say that I will not try to mage dynamic prices) 

But firstly I should finish core game. I have a deadline to 10 of December to make version 1.0

1.0 is 10 levels. 40-50 guild-mission. Also I need to do new trailer. Make with compositor 5 soundtracks. And make with narrative designer new descriptions. 

(+1)

"But firstly I should finish core game. I have a deadline to 10 of December to make version 1.0

1.0 is 10 levels. 40-50 guild-mission"

Sounds good. More missions would allow more time for price mechanism to adjust prices.


"I think I can change price each battle. But also I will make sure that there are victories in different locations and modes, so that the player cannot lower prices with the help of a particular easy mission.

So if player won several times in a row one level I will not lower prices."


I see problems with such approach. 


Firstly, there will be no way to lower prices once player won all missions.

Secondly, if you will punish winning several times in row, then players will easily bypass it by letting enemy kill them after each victory.  And if you will use limit like "If you won 3 times, no matter if in row or not, then prices won't be lowered next time", then it would be bad too, because isolated number of wins isn't indicator of difficulty. Maybe a player was able to win this specific mission 3 times (NOT in row), but was able to win other missions 10 times (NOT in row) or even more.  Compared with number of wins of other missions, this mission probably is more difficult.

Hm, yes you are right. So I need to think about this mechanic in detail.

Why don't you just adopt the price mechanism that I already proposed? It's not like I have patent over it and will sue you for patent violatation.

I like your version, I mean, I still can't implement it right now, it looks simple in words, but rewriting it into code is much more complicated and requires lengthy tests.

I think I can change price each battle. But also I will make sure that there are victories in different locations and modes, so that the player cannot lower prices with the help of a particular easy mission.

So if player won several times in a row one level I will not lower prices.