had some issues with pathfinding. when you lock into tanks that are behind walls, the units will just kinda freeze in place, not knowing where to go to reach it
Cool prototype, tactical games are a pain to make.
That being said, I don't see the tactical element at this stage. I guess the closest would be a Syndicate-like.
Also, while 6 units from the get go is cool, I feel like it's too many. The sweet spot for squad based tactics in my experience is usually 4 or 5.
However, I do like that you can set a unit to fire on an enemy outside their range and they'll move towards it weapons up, and that you can toggle it. That's a cool detail.
Very promising prototype, love the knockdown on hit, I hope you keep that feature on later iterations. I'll spare you any obvious pointers since I'm sure you're aware already, looking forward to seeing where you take this.
I wasn't able to enjoy the premise, I believe the clunky controls and lack of difficulty were the main factors
It's a tactical game but there's no tactics since there's no difficulty, your units seem to have bigger range than the tanks detection area. The tanks also deal really little damage, you can just walk in front of them and kill them at melee range while they're blasting your unit
about controls:
- click and drag selection doesn't seem to respond if I do it too fast
- the game seems to be set on a grid but you cannot see in which position of the grid you're sending your units to
- camera movement seems slow, both panning and zooming
I also found a bug where your units can shoot through walls and at one point my units were walking in the same direction making them both stand still as they were fighting for the position
VOD: (at one point the screen goes black, I'm just turning down the volume)
Thanks for playing an giving feedback :) It's still an early prototype and I will add more mechanics, weapons and tactical depth. Thank you for the feedback. My main focus will be reducing jank and improving tactical depth until the next DemoDay
It was OK I guess. Pretty short, so I don't have much to say. I didn't need to split my units up, I wish they moved faster or were more satisfying to watch, but this is a realy early prototype. They got stuck on terrain a few times, and I outranged the tanks. It was cool to see one of my guys getting knocked down, but no one died.
Gave it a shot, I love tactics games and mech games so Ive been seeing your progress posts and hoping id be able to play it soon. A lot of this is probably stuff you already plan to address since it is an early prototype
I really like the concept and the importance of considering cover/terrain
The tall structures on the sides of the map obscured tanks from my vision several times. they probably shouldnt be that tall otherwise you constantly have to rotate the camera to check for tanks
units are pretty much impossible to control effectively unless you spread them very far apart since their pathfinding doesnt consider friendly unit positions at all. Selecting multiple units and telling them to go to a waypoint results in them all getting stuck on eachother.
The slow unit acceleration exacerbates the problem above
I always massively prefer if your units will automatically engage enemies in line of sight
I like the idea of setting up flanks/crossfires but the controls made this so difficult to do effectively that i would just make a firing line and have them run up on the tanks every time
I had a bug occur where I blew up a tank, then after leaving cover my mech played the animation of falling down and getting hit
being able to assign control groups to number keys would make control a lot easier
it would be cool and fun if you could assign a formation to a group of selected units
it would be nice if there was an attack move command to be able to attack as you run to cover
Excited to see where this goes. I enjoyed playing Last Train Home and Aliens Dark Descent which could be helpful references, but both of those games basically devolve into "set up a machinegun crossfire and lure every bad guy into it" simulators. Keep up the good work
Thanks for playing :) It's still a very early prototype of gameplay systems so I am thankful for all feedback.
I'm aware of most of the jank and thank you for your feedback. I'll be working on all aspects until the next DemoDay, adding customization, weapons like grenades/missilies, more and better enemies and improving tactical depth.
Comments
had some issues with pathfinding. when you lock into tanks that are behind walls, the units will just kinda freeze in place, not knowing where to go to reach it
nice little prototype, i liked that rdy/lock option when right clicking on a tank multiple times
Cool prototype, tactical games are a pain to make.
That being said, I don't see the tactical element at this stage. I guess the closest would be a Syndicate-like.
Also, while 6 units from the get go is cool, I feel like it's too many. The sweet spot for squad based tactics in my experience is usually 4 or 5.
However, I do like that you can set a unit to fire on an enemy outside their range and they'll move towards it weapons up, and that you can toggle it. That's a cool detail.
Keep up the good work.
Very promising prototype, love the knockdown on hit, I hope you keep that feature on later iterations. I'll spare you any obvious pointers since I'm sure you're aware already, looking forward to seeing where you take this.
I wasn't able to enjoy the premise, I believe the clunky controls and lack of difficulty were the main factors
It's a tactical game but there's no tactics since there's no difficulty, your units seem to have bigger range than the tanks detection area. The tanks also deal really little damage, you can just walk in front of them and kill them at melee range while they're blasting your unit
about controls:
- click and drag selection doesn't seem to respond if I do it too fast
- the game seems to be set on a grid but you cannot see in which position of the grid you're sending your units to
- camera movement seems slow, both panning and zooming
I also found a bug where your units can shoot through walls and at one point my units were walking in the same direction making them both stand still as they were fighting for the position
VOD: (at one point the screen goes black, I'm just turning down the volume)
Thanks for playing an giving feedback :)
It's still an early prototype and I will add more mechanics, weapons and tactical depth. Thank you for the feedback. My main focus will be reducing jank and improving tactical depth until the next DemoDay
It was OK I guess. Pretty short, so I don't have much to say. I didn't need to split my units up, I wish they moved faster or were more satisfying to watch, but this is a realy early prototype. They got stuck on terrain a few times, and I outranged the tanks. It was cool to see one of my guys getting knocked down, but no one died.
I did not once take cover
Thanks for playing :) I'll focus on more dynamic and faster movement and more tactical depth until the next DD
Gave it a shot, I love tactics games and mech games so Ive been seeing your progress posts and hoping id be able to play it soon. A lot of this is probably stuff you already plan to address since it is an early prototype
Excited to see where this goes. I enjoyed playing Last Train Home and Aliens Dark Descent which could be helpful references, but both of those games basically devolve into "set up a machinegun crossfire and lure every bad guy into it" simulators. Keep up the good work
Thanks for playing :) It's still a very early prototype of gameplay systems so I am thankful for all feedback.
I'm aware of most of the jank and thank you for your feedback. I'll be working on all aspects until the next DemoDay, adding customization, weapons like grenades/missilies, more and better enemies and improving tactical depth.
the unit's responsiveness is very frustrating