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(+1)

It doesn't lag, which it usually does, so thats good. 

The controls are a bit odd. Why do I have to delete walls single tiled? Why do I have to hold X, B, etc. to build them? The menu on the right works for building aswell, but it doesn't feature Gates, just blast doors. Are those the same?

Went with the Human campaing first. Unsure on what I'm supposed to do, so I just went about it as a normal map, and started building up some base and forces etc.

No doubleclick to select all Units of that Type?

Even for a Hero, Commander Park is incredibly strong. And super Fast, compared to the Rest of my Units. Your stats overall seem pretty scewed aswell. Why are my Harvesters the Strongest Units? And why is attack and Health so incredibly much higher then the Other stats?

Voice Acting overall is pretty nice, gives a lot of Personality to the Units, but some clips feel a little flat and emotionless or have some clipping. Sounds also clip into each other when selecting and commanding multiple Units.

With the only option being clicking, not multiselecting or queueing, multiple production Buildings, and in Turn harvesting more then one or two Hotrocks at a Time really isn't worth it I think.

Why are Harvesting Vehicles affected by Cold Wind?

Played through the first Human Campaign mission, lost interest after that. If this is going to be more then a funky prototype like you usually do, which it seems it is, I think it needs a bit more Polish. better controls, some more combat feedback, and maybe some more options then moving your Unit into the general Area of the Enemy and waiting, Soundeffects, and more Map details then just a bunch of probably random placed Hotrock mines and Mountains. 

Still nice tho.

(+1)

Thank you for noticing the lack of lag.

Gates are the same as blast doors, the buildings are coded so they could be dynamic size but I found it confusing.
Doubleclick units is now in. 
I can't fully explain the logic with the harvesting vehicles, but more or less I let lore get in-front of gameplay.
The movement queing is in too, and multiselecting buildings has been previously (shift).  A que is a good point, I'll see about it. 

Thanks for playing