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Feedback for pre-alpha 1 build

A topic by zongor created Oct 31, 2023 Views: 87 Replies: 2
Viewing posts 1 to 3
(2 edits)
  • Stuff I liked
    • I had a lot of fun!
    • UI is very clean
    • Camera feels good
    • the town building aspect
    • that you can kinda “respec” yourself by selling the buildings 
    • how the abilities synergies with each other
    • Linux build!
  • Minor issues
    • I would have some days where I would lose units and not make enough money to replace them
    • Not able to cancel project upgrades once you commit to them 
    • Wish that there was a way to heal units between days I wish that Long rest was 
      • either on by default?
      • make it scale by number of buildings; 1% per building?
      • make a specific healing building?
      • make it so that it is much more common?
    • I think some units need some balancing
      • Maybe intended but Witches cannot survive by themselves
      • Woodsman are slower than knights?
  • Bugs
    • Enemy DOT ability does damage even after the day ends 
  • Feature requests
    • Mouse controls (RTS style)
    • Make it so that ctrl moves the camera slower and shift faster  
    • Not sure if this is intended, but my total war senses really want to be able to position my units in a specific way before the day starts & know the direction the enemy is coming from 
    • First person mode would be cool
    • FOV slider in settings?
    • Minimap?
    • It would be nice to have permanent unlocks between games to make it slightly easier / different 
Developer (1 edit)

Thanks for the in-depth feedback! This is great!

There are some things on here I was thinking of too, and some I hadn't thought of yet.

- The upgrade and building system will probably get a big rework in the next month or two, (see the "Direction" posts I plan on making this week for further info) that will likely directly-or-indirectly fix the need to heal your units after the night

- I actually had clicking out of the upgrade menu cancel the building and refund. The problem was that let the player re-roll the upgrades (which was great for testing, lol). This sort of too-early-commitment feeling is something I'll have to keep an eye out for with the building/game loop reworks.

- Witches were definitely a weird one to balance, I ended up liking that they were a bit week until getting explosion or embers online, but it's maybe a bit too sharp. I think as the game matures they'll balance out with upgrades but I for sure want "mono-color" builds to be at least somewhat viable and witches being the weakest of these right now is unfortunate.

- Enemy DOT persisting - yea, it feels bad, I'll add it to the backlog (likely to make it in soon-ish)

- Mouse controls - Was just working on a click-and-drag control earlier today, it's in the dev branch now. I'll probably tweek it some more before next week but it'll be there. (not really full featured RTS controls just yet, likely more to come). It's possible a toggle of sorts will be added to switch between drag and classic camera movement.

- Ctrl and Alt modifiers are a good idea - adding them to the backlog

- Positioning - Depending on direction some form of "these enemies are upcoming next" is virtually guaranteed to happen. I'll keep an ability to position your units in mind as an option if the amount of player interaction feels low without it.

- First person mode - maybe, or a 'cinematic view' a-la empire at war? Adding an idea card to the trello

- FOV setting - adding it to the backlog

- Minimap - maybe, at least a heatmap, adding it to ideas

- Haven't settled on a between-game progression system, but that should probably happen, I think it'll be the next big decision after general direction

I think the cinematic view is more what I was thinking of.

Also I played starting with knights only and I rolled that time, so sounds like if you start with knights its much easier.