phtmyr
Cipher
- Joined
- Sep 27, 2012
- Messages
- 177
Congratulations on release Kacper Szymczak! Good luck with sales.
Disclaimer: I'm playing on Hard with Combat Injuries and completed only 2.61 chapters. Haven't tried out other difficulties.
Some questions and feedback:
Is there a way to choose which square you want to end up at when interacting with an object? It's kind of annoying that when my character insists on taking cover on the wrong side of the table or sometimes you lose movement when picking up an object. It's bad not being able to use your AP efficiently when moving.
Luck mechanic is amazing, it really defines how combat is carried out. But I think game needs some card abilities to fully utilize this system.
Jinx is my favorite card in the game since it changes how you play in a simple way. But I'd like it even more if there was a trade off: Your misses don't reduce enemy luck. But it would make an encounter impossible if you go in with a single Jinx character. Since you can't quit a mission and re-prepare I guess this won't happen. I personally would've preferred having access to character screen after restart. Difficulty adjusted accordingly. I think this is already mentioned in the thread. End mission of As Good as Dead was a joke due to extensive preparation, didn't dip below full health (19 hp) for longer than a turn.
I really like the presentation of the game, everything is so slick. Character portraits, items, cards, interface, narration, writing and so on. It's clear you guys are really good at managing your resources. So many games with shit voice acting with fully voiced text that's written terribly. unappealing menus and inconvenient interfaces.
Also dig the atmosphere and adventure map game play.
Cards are a bit too strong I think. But it might be early to speak about this.
Obviously everyone will jump on the opportunity to flank from full cover, but otherwise flanking leaves you out in the open which is a death sentence.
Sorry for diving straight into suggestions and theory crafting it's just my way of having fun. Hopefully you can salvage something useful. I'm enjoying the game a lot overall would be happy to see an expansion or two.
It would be cool if enemies talked in combat like in Fallout with over head text. Don't be a fool marshal!
Disclaimer: I'm playing on Hard with Combat Injuries and completed only 2.61 chapters. Haven't tried out other difficulties.
Some questions and feedback:
Is there a way to choose which square you want to end up at when interacting with an object? It's kind of annoying that when my character insists on taking cover on the wrong side of the table or sometimes you lose movement when picking up an object. It's bad not being able to use your AP efficiently when moving.
Luck mechanic is amazing, it really defines how combat is carried out. But I think game needs some card abilities to fully utilize this system.
- Detect luck of an enemy. Maybe this is a personal thing but I think this ability should've already been in the game. This ability would allow you to fine tune plays like shooting a 2 Health 75 Luck enemy with 40% CtH for 1 damage to reduce their luck below 40 and then finish them of with a 40% CtH 2 damage shot. This ability would also open the way up for variety of other abilities.
- Trade off CtH for full damage to cover; an ability revolving around luck mechanic to get most out of a surefire hit. I would prefer having more of this kind of fiddly abilities instead of huge impact stuff like Equalization. Being able to trade off damage for CtH would be nice as well but two shot weapons and scoped weapons provide this utility.
- Use ~60 (This should also be the cost of Golden Bullet if not higher.) luck to get a movement AP. This can be used effectively same as Golden Bullet; get free shot and move back to cover. Also it would allow aggressive movement since you have an insurance if you spend all your movement and end up in a vulnerable spot. Currently you either proceed with a single AP and preserve the other in case you face an enemy. Or risk getting a full damage hit which usually kills you. Maybe having no APs would be required to use this ability to prevent broken combos.
Jinx is my favorite card in the game since it changes how you play in a simple way. But I'd like it even more if there was a trade off: Your misses don't reduce enemy luck. But it would make an encounter impossible if you go in with a single Jinx character. Since you can't quit a mission and re-prepare I guess this won't happen. I personally would've preferred having access to character screen after restart. Difficulty adjusted accordingly. I think this is already mentioned in the thread. End mission of As Good as Dead was a joke due to extensive preparation, didn't dip below full health (19 hp) for longer than a turn.
I really like the presentation of the game, everything is so slick. Character portraits, items, cards, interface, narration, writing and so on. It's clear you guys are really good at managing your resources. So many games with shit voice acting with fully voiced text that's written terribly. unappealing menus and inconvenient interfaces.
Also dig the atmosphere and adventure map game play.
Cards are a bit too strong I think. But it might be early to speak about this.
This isn't the case due to having access to regeneration while most your enemies don't.You're always heavily outnumbered, and simple shot exchange results in a game over screen.
Cover not only reduces CtH, but often (depends on the weapon) also drastically reduces damage. Flanking not only is better, but actually substantial.
Obviously everyone will jump on the opportunity to flank from full cover, but otherwise flanking leaves you out in the open which is a death sentence.
Sorry for diving straight into suggestions and theory crafting it's just my way of having fun. Hopefully you can salvage something useful. I'm enjoying the game a lot overall would be happy to see an expansion or two.
It would be cool if enemies talked in combat like in Fallout with over head text. Don't be a fool marshal!