This is the thread I care about most! The game's balance is deliberately tuned from player feedback and I'd rather change numbers in response to real players playing than to my own internal testing! So what you post here directly shapes the next builds. Anything is welcome, but here's what I'm looking for the most:
- Balance. Which units feel too strong or too weak, and in what situation? Specifics beat vibes: "unit X shreds my Y even with equal supply cost" is something I can act on; "Beta feels unfair" is harder. Cost, supply, and the matchup you were in all help.
- Faction feel. Alpha (the emitter faction) and Beta (the absorber faction) are meant to play differently, not just look different. Does that come through? I tried to be creative with choosing their abilities but to keep balance from being a total nightmare, they have similar tech tree styles.
- The rendering engine itself. Is the delayed-vision mechanic readable? Did the tutorials guide you through the system, or did you get lost? Where did it click for you (or refuse to)?
- Maps. Which skirmish maps you enjoyed (if you tried them), which felt bland or bad, and whether any starting position seemed to just win more. The maps were built to have either mirror or rotational symmetry, so I don't think it should be too bad here.
- Controls. There are two mouse modes (Starcraft-style and C&C-style) and two keyboard profiles (classic and grid) in the options. Do they behave the way you expect? Anything you kept trying but didn't work out for you? Note: CTRL+number control group assignments doesn't work in some browsers due to reserved key bindings (I tried to work around this)!
- What do you want next. More maps, more missions, or more of something else? If you finished the demo and wanted more, more of what?
Suggestions for new mechanics and units are welcome too. I read all of them; fair warning that this is a one-person project with a strong opinion about its core design, so "I read it and thought about it" is a promise, "I'll build it" is not.
