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Feedback for Alpha 4 Build

A topic by zongor created Nov 18, 2023 Views: 80 Replies: 3
Viewing posts 1 to 4
(2 edits)

Stuff I liked

    • Mouse movement
    • Dwarf fortress esq names!
    • The bears are cool
    • New animations for eyes when they get hit made me lol
    • Like the new ui
    • FOV slider!
    • skybox and day-night lighting effects are nice
    • shadows are cool
    • like the new progression with the builder and ritual sellers
    • like being able to swap between cards! especially between buffs and producing mats.
    • balance seems much better in early game
    • I like how buying buildings and units are together now, it makes me not worry about whether I screwed myself by buying a building instead of units.
    • The economy is neat, like waiting for when ears are worth a lot and selling it all then is satisfying.
  • Minor things / new features
    • Would be nice to have a description by the units for new players / players who haven't seen that unit yet
    • Ear icon by sell?
    • Producing hides/ingots/etc. was kinda confusing at first, Like I was expecting a production menu or something? prolly just need some flavor text saying that it is automatically generated from gold if exists.
    • I think that the spheres that the goblin wizards have might need some balancing. if you have a lot of units in a pack they just get destroyed and there's not much you can do about it. I wonder if the "Wizard beats Warrior beats Archer beats Wizard" triangle might be helpful for balance. Or maybe have a new unit that is able to ward/anti-magic field an area around some units in a short radius? Might be kinda cool for balancing because maybe then your own wizards might not be able to use their spells so you would have to balance anti-magic vs magic?
  • Bugs
    • Fire particle effects still run while paused (like in settings) and has weird artifacts
    • House has weird artifacts in buy menu
    • Not sure if the "Drag Move" setting does anything?
    • Maybe i'm not using/understanding it correctly but it seems like making resources is kinda broken sometimes. Like I will have enough gold but it wont be taken out or create the resource sometimes?
  • Comments
    • Not sure if you want to go this way, but this reminds me a lot of Stronghold now. Especially with the new production buildings and how the battles work. If you wanted to expand in that direction I think that would work really well.

(1 edit)
Developer

both screenshots are definitely bugs, thanks!

and yea, the drag-to-move setting still does nothing

brief unit descriptions are planned to come with the tutorial (+ more when the progression system is added)

resources are definitely due for a final pass, something that makes them more fun, unique, and understandable

Originally the goblin caster was designed to throttle player unit count by giving the goblins an answer to overwhelming player numbers. Now that the player and enemy numbers are more tightly managed it does feel bad when the dethball gets particularly good RNG. As direct control over units is outside of the vision for the game I think the best way to resolve this would a combination of two changes:

- ability to see (at least vaguely) enemy unit composition before night so you can switch building upgrades and such more proactively

- some sort of anti-magic upgrade on one of the buildings (probably the tavern as there's still a slot available) and/or one-or-more anti-dethball units

one or both of these changes will likely be locked behind the progression system, and since progression is looking like a post-beta addition it may be a little while