Ularis Badler
Arcane
- Joined
- Mar 17, 2021
- Messages
- 283
This means a lot. I spent 7 months polishing and adding QoL features and working heavily on the sound design.Played for an hour. I can't believe how polished it feels.
Gratitude!
This means a lot. I spent 7 months polishing and adding QoL features and working heavily on the sound design.Played for an hour. I can't believe how polished it feels.
Hey! Just gave it a try again this morning and I finally managed to get it downloaded. Cheers! Can't wait to play it!Did you manage to download it? I can find an alternative way for you to get it, if you haven't already.
I'm glad you like it!I like this, should I play Rebelstar?
- In the travel mode since the units can still move even when their AP are zero why use the AP during travel mode at all?
Why not show them only when the game enter combat mode.
Yes, that's exactly the point. if you feel you are entering a dangerous unexplored area, you can either risk it with zero AP or end the turn to replenish the AP pool, which will also give the CPU player a chance to play. You get a penalty for each turn -15 score so, the more defensive you play the lower the score. Use Scout orbs to explore before moving.Oh and yeah. After playing some more negator2vc makes a good point.
- In the travel mode since the units can still move even when their AP are zero why use the AP during travel mode at all?
Why not show them only when the game enter combat mode.
I'm also curios as of why, because it slows down the game something brutal, and if you encounter something while moving, if you have spent any action points, it will make you defenseless. Maybe that's the point? I just don't see the design decision behind it. Moving up to doors to open, to realize you don't have AP gets annoying fast. Just a lot of extra clicking.
* In the travel mode since the units can still move even when their AP are zero why use the AP during travel mode at all?I played the demo a little.
Thankfully most of the visual effects can be disabled in the settings. I have disabled all of them since they are way too distracting.
As for the game itself is quite nice (and polished). I like the extra narrative elements during the mission.
NOW for the dreaded feedback :
- In the travel mode since the units can still move even when their AP are zero why use the AP during travel mode at all?
Why not show them only when the game enter combat mode.
- In the combat mode the UI could use a little clean up. All that holding buttons for selecting action menus, ending turn, etc. take more time to perform without any reason. Also the UI on the right contains completely different information in each tabs including the inventory. Maybe some of the tabs like the inventory could be a popup window instead? Why not borrow UI ideas from modern tactics games? Also some icons especially on your units I think you should show them on the unit UI instead of the unit sprite.
- Why have an "aim mode" (I don't recall if that the actual name used) in which the game use circles in place of the unit's graphics?
Why not use the actual graphics of each unit and if needed use some colored border or something similar.
The ingame voice is used only for tutorials or is used in other places in the game?
If it is used in other places can it be disabled without also disabling other sound effects?
I will play the demo some more during the weekend.
I have had people finishing the mission in their first run. The demo is supposed to be challenging but doable, so if you go wiped out, you did something wrong, meaning you don't master the mechanics yet, which is the point of the demo to let you understand how the whole thing works.Been playing for about an hour, and don't have much to add to what has already been said. But overall, I like it. The turns take a while since you have to activate everything by hand.
However. Why did you make the mission so hard? I have nothing against hard games, but some warm-up would have been nice, to get to test stuff out. The northern encounter wiped the floor with my team, it was brutal.
Hmm... this could potentially be a bug, I would need to chat directly with you to see what you did in hopes of pinpointing the issue. Let me know if you want to look more into this by joining the Discord server through the game's Discord icon in the main-menu, in the bottom-right of the screen.Well, there seem to be some technical issues.
I played the game yestarday and today I wanted to restart the mission (through new game). I disabled the tutorial this time and the mission seems to be somehow messed up (for example Sid Vicisious - the guy with no ammo for his pistol with red sign next to him - is there twice and the initial formation of units is different).
View attachment 51092
Edit: I fixed this by deleting the demo and unpacking the downloaded file again.
I should also add, that activating the energy shield plays a critical role on exploration. For example, as a rule of thumb, never open a door without the energy shield active.Oh and yeah. After playing some more negator2vc makes a good point.
- In the travel mode since the units can still move even when their AP are zero why use the AP during travel mode at all?
Why not show them only when the game enter combat mode.
I'm also curios as of why, because it slows down the game something brutal, and if you encounter something while moving, if you have spent any action points, it will make you defenseless. Maybe that's the point? I just don't see the design decision behind it. Moving up to doors to open, to realize you don't have AP gets annoying fast. Just a lot of extra clicking.
I don't feel strongly about it to have a definitive opinion. I mean, if people want to eject the weapons' current charge, I will gladly work on that feature. I was curious to see if anyone would mention it.Btw is it possible to take ammo out of weapons? If this is not a thing in the game I suggest adding it, as it is I sometimes find myself having to carry around two assault rifles and such because I dont see a way to take the ammo out of the second one I find.
Would be a nice addition. Btw, I seem to have run into a tutorial bug. I can't continue with the mission.I don't feel strongly about it to have a definitive opinion. I mean, if people want to eject the weapons' current charge, I will gladly work on that feature. I was curious to see if anyone would mention it.Btw is it possible to take ammo out of weapons? If this is not a thing in the game I suggest adding it, as it is I sometimes find myself having to carry around two assault rifles and such because I dont see a way to take the ammo out of the second one I find.
Can you post an image with the whole screen? Can you join the discord server?Would be a nice addition. Btw, I seem to have run into a tutorial bug. I can't continue with the mission.I don't feel strongly about it to have a definitive opinion. I mean, if people want to eject the weapons' current charge, I will gladly work on that feature. I was curious to see if anyone would mention it.Btw is it possible to take ammo out of weapons? If this is not a thing in the game I suggest adding it, as it is I sometimes find myself having to carry around two assault rifles and such because I dont see a way to take the ammo out of the second one I find.
View attachment 51095
There is no text to click. I can't move or do anything with my men
Can you post an image with the whole screen? Can you join the discord server?Would be a nice addition. Btw, I seem to have run into a tutorial bug. I can't continue with the mission.I don't feel strongly about it to have a definitive opinion. I mean, if people want to eject the weapons' current charge, I will gladly work on that feature. I was curious to see if anyone would mention it.Btw is it possible to take ammo out of weapons? If this is not a thing in the game I suggest adding it, as it is I sometimes find myself having to carry around two assault rifles and such because I dont see a way to take the ammo out of the second one I find.
View attachment 51095
There is no text to click. I can't move or do anything with my men