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Thanks for this -- much better to have critical feedback than none at all. A few notes and questions to clarify:

Suggestions from others on Discord agree with you that the goals (milestones) are growing far too large in 0.2, and should be broken up. Also similar requests for more production insight and base statistics, as well as better overall war/story integration.

May I know the specs of your integrated graphics? More testing on lower end hardware is definitely needed. Specifically the rendering/buffering/movement issue is not something I can immediately reproduce on available test machines, but it sounds like a bug handling the input event queue.

It sounds like you've had some bad random map seeds, leading to problems like insufficient starting resources to reach remote mining outposts. You may find using the Curated seed button in the new game window a better experience (by default, new games use a Curated seed from a list of known good seeds unless the Random button is clicked).

Please describe the mouse map movement request a bit more? Is this referring to the main game world or the map [M] popup?

Do you prefer to build a lot while paused, or is it due to other issues like the graphics lag? (This is just a question, not any sort of implied criticism -- I had not considered building much at all while paused, meaning it is quite untested. I would like to fix bugs with this style of play if possible.) 

Edit: The question about how to see remaining material in mines -- Does this refer to viewing the ore resources in a hill? How is this different to using [Spacebar] on a hill, or using Wifi to monitor a Miner in mid-game? Thanks.