The way you teach the player how to play is super fun! Keep on! I died 5 times before I recall how to read the text and after 6 or 7 dialogues it was finally opened and I already knew how to play, well... I guess.
Costantyne
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It was an attempt to make controls physically more simple (just clicks or touches, no selections and unit grouping) and add some turn-based hex strategies flavor to the RTS genre. Also I wanted to create a feeling when you are an officer and watching the battlefield from the above (like a scout drone or segmenting). You are just controlling which zone must be taken and how many assets you want to send there.
Implementation is great, juicy, clean and solid. However, the game mechanics feel a bit counterintuitive. I’d prefer to have the size-change controls visible on the screen at all times, perhaps as part of the UI.
I’d also suggest a mandatory mini tutorial in the first stage with a predictable monster spawn, since it’s impossible to progress without knowing this mechanic. I initially skipped the tutorial, thinking I could handle Crimsonland-like gameplay based on the screenshots and videos.
Not being able to kill small enemies with the big hammer feels frustrating. Maybe smaller enemies than your current weapon could dodge the hammer or AK, while larger enemies could make bullets ricochet or drop to the floor.
The game looks awesome, you’ve got plenty of positive comments and almost no direct gameplay feedback, so I wanted to share my first impressions.
