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Below for my suggestions:
-Of course like what mentioned regarding the Forge's RNG system, a smaller range for a bad roll
would be good. having 5 bad rolls in a streak really brings down the hype. Or just remove it (since there's already upgrades in the skill tree).
-Perhaps different kinds of skill tree & enemy faction would make the game feel bigger.
-Reload time is too long.
-Difficulty of missions (of course, the harder it is, the better the rewards)
-More levels of upgrades & variety of turrets.
-An option to turn on range indicator for towers & ranged units.
-Add more maps.
Or maybe adding a playable mode where you switch factions with the enemy, just for the thrill of it.
I think there's a lot more things that could be added which i missed and included in recent comments by other users. This game could fly i feel.
Cool game, thanks.
But there's nothing to keep me there now I've beaten it.
Infinity War isn't appealing, there's no achievements at all or any other game modes. Campaign feels like "Just get to wave 100 and you should be strong enough now".
Suggestions:
1) Either completely remove the building hp upgrades or rework them to actually add something to the game. I played 10 hours and 100 waves, beating the game, without a single structure hp upgrade. If the tower manages to die while aegis is down, it gets insta-rebuilt the next day with the resources it provides assuming you don't specifically spend them.
2) Forge RNG is not appealing at all, wasting resources just to make your seemingly powerful gun a statistic hunk of junk on the next roll is seriously off putting.
3) Add more statistics to everything everyone likes numerical values so you can actually see stuff being useful to your build with damage, range, kills for starters. Like the aircraft for example, I had like 15 between the interceptors/ spectres/ cyclones in my end game build and no idea how much damage/ how many kills/ resistances etc were even attached to them but still knew they were necessary.
4) Segment bars in the weapons so you can physically see the amount of shots, just a QOL update.
5) Some guns felt worthless. #2,3 & 6 I didn't use at all, #4 only made the cut cause using a minigun is fun sometimes while I spammed abilities and my base did the rest.
6) A sandbox mode could be fun so you could see how certain builds would do against certain enemies or how long it takes certain enemies to take down a shield of X level etc.
7) Additional modes or areas/ bosses/ enemies just anything.
I have no reason to play it again unfortunately, now that I've beaten it there's really nothing drawing me back. Just one button and 0-100 all over again is unappealing unfortunately cause the game was super fun.
I approve of the no loadout screen, I didn't initially but I understand it as part of the learning curve, doing things on the fly or planning ahead for the start of the next round.
I see a lot of people commenting about how they would like the option of "swapping out" towers etc which I don't really agree with, there is definitely enough tiles for you to make a functioning base capable of holding off every wave thrown at you without the need to constantly be changing towers, it'd be too easy otherwise.
There's a lot here I know, but if it makes you feel any better I never leave reviews but I enjoyed your game so much I want to see it be bigger and greater than it already is!
- you can select them once you unlock them in tech tree under the main unit itself( just like upgrading the HP of the units)
-to select them in build mod just like a sub-selection for the main units itself.
-Skills relate to units can change in the battle base on what type of unit you have deployed, ranger's arrow rain (Cryo Volley) can be something similar (if you have some rocket ranger mix with the normal ranger it will be rocket mix with arrow rain, etc.)
-All upgrade to the base unit itself also applies to the different variant of the same unit but with some small differents (unit HP or total unit per command, etc)
Weapon ideas:
Ranger:
-offensive: unit get rocket but in cost of lesser unit per command and when using Arrow rain only one rocket per unit
-Balance: Stander arrow ranger unit in-game right now
-defensive: longbow units with long-range AP arrow, high single target damage but with a low rate of fire, lesser Unit, and HP
-Upon active ability (Cryo Volley) for each unit
- 1 rocket maximum for Offensive. But with a high deviation that may land outside of the Cryo volley circle.
- 10 stander arrow maximum for Balance (just like currently in-game)
- 3 AP arrow with high accuracy for Defensive. that can land near the center of Cryo Volly circles.
Guardian:
-Offensive: A larger Spear but with no shield on hand, cost lesser defense for armor and Shield HP but more Attack damage
-Balance: Stander guardian
-Defensive: guardian has a great shield in the cost of less attack damage but more def or armor
-Upon Active ability (Shield Surge's Hold the line and restoration) for each unit
-Hold the line and restoration give offensive's an attack speed boost let them enter a rage mode for the same duration of Balance unit. (no shield regen)
-Hold the line and restoration give the same effect as current in the game for the stander units.
-Hold the line and restoration give double Shield regen per-second compear to stander Units, same durations.
Interceptor:
-Offensive: give Interceptor 2 Rocket pod(replace the stander machine gun) on each wing allows it to be more effective at Strafe ground units but less effective against Air units.
-Balance: Stander Interceptor
-Defensive: Give Interceptor a homing missile (replace the machine gun) that can deal high damage to a single target(like the SAM missile but have an even lower rate of fire camper to SAM site ) under the main body of the Interceptor allow it more effective against Air units, can target ground unit but have very little almost no AOE.
Cyclone:
-Offensive: A single Beam that has the effect of Shield breaker, cost of lesser armor and no burning effect
-Balance: Stander Cyclone
-Defensive: A short-range flame thrower, dear only burning damage over time, can leave a trail of flame on the ground and cause burning to enemy walk on it( only if they walk on it, it won't cause burning over time once they walk across)
Spectre
-Offensive: Drop a Cluster bomb over an enemy's head dealing larger AOE damage but each small bomb deal only around 50 damage and have a smaller AOE compear to stander spectre's bomb, and it has lesser HP.
-Balance: Stander Spectre
-Defensive:- Repace bomb with Repeator on the bottom of Spectre and attack the enemy by circling them overhead dealing constant bullet hell, have slightly more HP compear to stander Spectre.
EDIT: Oops my bad, the campaign is just basically endless mode.
especially when you consider that just one ♥♥♥♥♥♥♥ developer had createt such an beautiful looking game.
but some points could be improved:
1. Please reconsider the RNG roll for the ReForgr:
Resources are very rare, so I personally think it should improve your weapon to 100%, because if you have bad luck, it can ruin the last 10 days where you farmed all the stuff or atleast the majority of it.
2. Setup time before waves start landing or permanent freezing (pause) the game.
3. DPS upgrades for towers and units aside from your main weapon
4. Towers should be more precise, especially the interceptors
5. More reload upgrades or a way to spend less time waiting for the gun to reload
6. sandbox mode (for testing out weapons on different enemy types)
7. in the future other enemies/bosses/maps (DLC). I would definetely pay for it!
Keep up the tremendous work!
best regards from Austria!
Like say for every 10% over 50 we get a boost in resource income or a set value of energy each day.
Also to make this more interesting make it a bit harder then it currently is to reach 100%, as now reaching it is pretty easy and remaining there is no problem, even if you one time take the hit of abandon a mission that will net you a loss in control even if you win.
Please add a placement selection for diffetent types of levels