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Antihero First Access

Fast-paced strategy with an (Oliver) Twist. Bribe, blackmail, and assassinate your opposition. · By Versus Evil

Feedback from First Access Sticky

A topic by Versus Evil created Dec 07, 2016 Views: 3,875 Replies: 115
Viewing posts 1 to 20 of 45 · Next page · Last page
Developer(+1)

Hello,

Thanks for checking out First Access for Antihero. While we hope you have fun and a great experience, please let us know what you think could be done better, or what could use some tweaking to improve the experience. We're open to any and all feedback from every skill level. Thanks for all of the support.

(+1)

Yay! Very excited to try it out! I was hoping this would be cross-platform from the get-go though. Any plans to eventually release a Linux-compatible version? Re-booting into Windows whenever I want to play is a pain.

Developer (1 edit)

Unknown at this point about Linux - sorry!

(+1)

This was super fun to play at PAX East, I'm really excited to finally get my hands on it!

Developer

Sadly our official Linux plans are "probably not" (unless you count Android -- we'll be launching iOS and Android versions later next year). But desktop Linux is tricky because our framework (Adobe AIR) is not Linux friendly. A Linux version would have to be a rewrite in e.g. Unity - which, never say never, but is unlikely.

(+1)

Just fooled around with it and lost the 2nd tutorial (!), but I think I'm finding my way. Much slicker and more polished than I expected, it seems like a lot of fun so far.

Developer

Re: losing the 2nd tutorial - yeah, I'm doing lots of fiddling with the AI at the moment. It's currently tuned too hard on the tutorials - Lygrave shouldn't be such a monster and I'll be addressing that in a future release :)

Actually rather than restart the tutorial from the beginning(it would be nice if you could save it, or there was an autosave) I just jumped into a skirmish game and found that with the basics I was pretty much able to pick the rest of it up on my own. I still lost to the AI, but by only one point, which isn't so bad, I guess.

Yeah, I just had the same thought after accidentally exiting during the second tutorial. Certainly being able to save/restore would be useful.

Developer

Ye...esssss. Definitely. I'll add this post-haste.

(+1)

Booted up a VirtualBox windows appliance. Nerd on Fedora with love in my heart...

Re Linux: Ah, that's a shame. There are ways to get AIR to run under wine under Linux, though it looks like the distributed version of Antihero doesn't work with it. I think it requires distribution in the form of an "AIR package": http://help.adobe.com/en_US/air/build/WS5b3ccc516d4fbf351e63e3d118666ade46-7fcb.html

Any chance of also distributing an AIR package so that we have some way of trying to get the game to run on Linux?

Developer

Can you send an email to tim@antihero-game.com? I can set something up.

Having played the tutorial, a skirmish game against the AI, and a few turns of multiplayer,I have a couple of thoughts and questions:

1) Zooming in and out of the map should be in the tutorial. I didn't know I could until I discovered it by accident.

2) Cursor placement needs fine tuning. When placing it over a building it sometimes brings up the option to scout the square next to it.

3) Charity is overpowered and makes some victory points too easy to get. Perhaps allow it only before any other actions and have it end the turn.

4) Are games with more than two players in the works?

5) LIkewise, how about a perk for each playable Master Thief?

Developer(+1)

Re: charity -- it may be that the AI is simply underpowered in responding to those particular strategies. A charity-heavy strategy doesn't hold up against good players in multiplayer. I'll look into the AI!

I played through the tutorial and a skirmish. I agree with tgb on points 1 and 2. Charity felt OK to me. I like the idea that if you can't upgrade you can get a small boost.

I disagree strongly that it was too hard. I won handily on all 3 maps. As I play more I will continue giving feedback.

Developer

@TGB - Thanks for the feedback!

1) Noted!

2) We'll continue to fine tune that aspect.

3) We need a lot of more playtesting to get the balance just right on things like this.

4) Only as ideas, not actual work

5) Perks could be interesting

I believe I've found a bug: Buy an Urchin at the very end of your turn, and then *don't place him*. On your next turn, the price for an Urchin is now +1, even though you *didn't* buy an Urchin this turn.

Developer

That's not a bug (though the game doesn't do a good job explaining this) - it's meant to discourage "urchin hoarding" (also "thug hoarding") where you all of a sudden swamp the board with characters your opponent wasn't able to see coming and therefore couldn't counter. (Originally, the game didn't work this way, but after a bunch of internal play testing we changed the rule because that strategy was no fun.)

Oh, I see. The text in the box should certainly be updated then, because it currently implies that the reason for the higher cost is that one was hired this turn..

It's also an extra punishment for getting your urchin stunned by a trap. Since he's in the field at the start of your next turn you're at +1 cost. I think the mechanic makes sense.

Also, it'd be really handy to be able to report bugs from directly within the game!

Developer

Good idea, we can look at our options for something like this.

Is there any way to rotate the map? I ask, because the money bag that's displayed above buildings can be completely obscured by minions (I clicked on the building to see if it could be burgled, and it could, despite me not being able to see the money bag icon).

Question: what determines how far one's Master Thief can move with a single AP when scouting?

Developer (1 edit) (+1)

Can't currently rotate the map.

The only things that stop a Master Thief's movement are Thugs and Fog of War. (as well as NPC Thugs)

Developer(+1)

And traps! (If he triggers a trap, he loses all action points.)

It looks like the MT can scout, at most, three squares into the FoW.

(6 edits)

Narrative question - do I get to name myself, or am I always "You"

Also, online account nicknames must start with a capital letter?

"There was a problem talking to the Antihero servers. Please check your Internet connection or try again in a few minutes. IOErrorEvent errorID=2032 type="ioError" text="Error #2032""

Is there a way to tell if my opponent is doing actions? On the first turn it was unclear if there's someone there. (Ah they just finished their turn)

It seems that burgling some buildings gives me lanterns... is there a way for me to know which is which?

"Waiting for <Nickname>" draws in front of the description for "Scout"

For PC builds, I dumbly assumed that I could use the mouse (without click-dragging) to pan the screen around. Now that I know about arrows/click+drag I can work around it, but my first assumption was wrong.

Developer (1 edit)

(Hey there!)

  • The (in-development) story will assign you a character and a name (you'll be playing as Longfinger, as well as one of his mentees).
  • Yeah, currently I'm requiring nicknames start with a capital letter. This was mostly to encourage people to choose names that sound like names, rather than xxGamerDudexx, but maybe that's too heavy handed. I'm definitely open to reconsidering.
  • The IOErrorEvent you saw was from a web request timeout - are you on a flaky wifi or something? Maybe the server hiccuped. I think in general the game needs to be a little less sensitive to that stuff, and just retry (the timeout is stupidly low).
  • Ah! You're not the first to be confused here. So - the multiplayer is entirely Words With Friends-style asynchronous -- you get your opponent's entire turn once they hit submit, but not their individual moves as they come in. (You can quit the game in the middle of a match and come back.) This probably needs a popup explaining it the first time. There's an experimental synchronous mode that I've disabled in this build because it's buggy, and because I'm not convinced it would be healthy for the game (since it would require a bigger player pool), but we're still making up our minds about that...
  • Burgling a large money sack will either give 2 coins or 1 lantern, with about a 25% chance of getting 1 lantern. Small sack always gives 1 coin. THere's no way to know what you'll get from a large sack ahead of time.
The IOErrorEvent you saw was from a web request timeout - are you on a flaky wifi or something? Maybe the server hiccuped. I think in general the game needs to be a little less sensitive to that stuff, and just retry (the timeout is stupidly low).

This computer isn't even on wifi, it's wired. It didn't happen when I retried, though. So I'm good.

Ah! You're not the first to be confused here. So - the multiplayer is entirely Words With Friends-style asynchronous -- you get your opponent's entire turn once they hit submit, but not their individual moves as they come in. (You can quit the game in the middle of a match and come back.) This probably needs a popup explaining it the first time. There's an experimental synchronous mode that I've disabled in this build because it's buggy, and because I'm not convinced it would be healthy for the game (since it would require a bigger player pool), but we're still making up our minds about that...

Sounds good. It would still be nice if it had a status for the other player: {offline, active, idle} but I'm sure it's not a top priority.

It did take me a second to realize that "Exit" wouldn't terminate the current game, but rather just take me back to the multiplayer window while the opponent can still take their turn. There also doesn't seem to be a "Leave" functionality for actually ending a multiplayer game early?

Developer

To leave a game early, hit the Gear icon in the top left corner and choose Resign. (You can currently only do this on your turn, but that will be fixed before release.)

(2 edits)

Issue with submitting turn: I exited after submitting (assuming it would finish appropriately) so that I could switch to another game, but when I was at the menu it said it was still my turn. I went back in and it had undo everything I had done. Including letting me burgle different places. This seems pretty broken / OP if someone wanted to abuse it.

Edit1: Ah - it literally displays a submitting message when it does that. That said, you probably will need to submit after every single player action otherwise they will be able to guarantee that they explore the specific building they want on the first try every time.

Edit2: It seems to reconstruct the turn if I haven't pressed submit. So maybe the bug is limited to post-submit button during the end of turn update before it actually submits? The only way I see this happening is if you are saving the individual turn actions locally deleting that local save file on submit-button and then sending the local save to the server after the post-turn-update. If this is the case, someone will find and delete that local save file to undo turn actions. Safest to submit every single action, before the action is revealed to a player, just like Fire Emblem.

Price of Urchins/Thugs - the text states on this turn, but I've seen both be at 4 on the turn after if I left them on the street. Is the text out of date?

Developer

Not out of date, probably just needs to be reworded. If you have purchased but not used an Urchin/Thug the price remains raised. (this prevents Urchin/Thug hoarding which was a problem before)

If I'm sitting on the Online screen, it would be nice if a sound played when an active VS game changes from Waiting to Play. I'm tabbed out while all the matches are waiting, and I know from previous async multiplayer games I don't like having too many games going at once. So I'd rather just get notified when a game is ready.

Developer

Noted - it *should* play a sound now when it is your turn and it *should* e-mail you as well. But we are looking for other options as well. (Blinking game icon perhaps)

Developer

It doesn't currently play a sound when you're in the Online Menu but I'll add that.

Yea - from here.

http://i.imgur.com/b2kP3Ma.jpg

Or to be honest, any time the game is open that the player is not already in a different online game. e.g. skirmishing while waiting for the opponent to make their move.

Also, if there were an in-game feedback button, I would use it 10x as often as I would this forum :/ The convenience of a system makes a big difference.

If I start a new quick match and nobody joins I'd like a means to cancel it. Otherwise it's definitely ending up as a this-will-take-forever match.

Developer

Have both ideas already being looked in to!

Minor inconsistency: the description of the Saboteur is not consistent across all instances:

  • On Purchase bar, "Traps buildings and reveals Districts. (one-time use.)"
  • In Thieves Guild, "Traps buildings, scouts tiles."
  • On the streets, "Traps a building, or reveals a District. (one-time use.)"
I suggest using "Traps a Building or Reveals a District (one-time use)"

General notation comments:

  • Capitalizing game elements, such as the name of map locations and actions (Buildings and Reveals/Scout/etc., respectively), makes it easier for players to understand and follow
  • Within (), periods are not normally used to end a phrase, unless the phrase ends in an abbreviation
I'm not trying to be picky. I'm just trying to make the tooltips easier on the eyes, more easily understood, and consistent. :-)
Developer(+1)

I'm (for real) super fussy about copy-editing so I really appreciate this sort of feedback!

Developer (1 edit) (+1)

One thing I slightly disagree with, though, is the capitalization of game-specific nouns and verbs. Or more specifically, I agree with the sentiment, but the capitalization looks unattractive to me. What I prefer is bolding or coloring those words instead, which I'll look into!

My suggestion comes from reading many board game rule books, so I blame them! I'm looking forward to seeing what you folks decide on!

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