Border Pioneer

Border Pioneer

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Sepidaceous Oct 27, 2024 @ 10:42pm
Minor Feedback
There's only a few minor gripes I have with that game that make it less enjoyable.

1) The random layout of walls/towers you start with are basically useless. Most of them are in positions that end up with them never being utilized unless you spend the production value to do so. Most of the time it's not even worth doing so. The easiest fix would simply change it so that these buildings are free to move on the first turn. This would allow us to customize our own defense... and just makes the game more enjoyable.

2) The cost to move walls is just excessive at times. I'd enjoy the game far more if wooden walls were free or cheaper to move. I understand 5 seems like a nice number... but compared to the cost of walls it's just excessive. I don't really see 0 cost for moving walls to change much for the game... besides allowing the player more freedom to customize their defense. Maybe as a compromise there could be a talent that reduces the cost of moving buildings? Even if it only maxes out at 3 (thus wooden walls would cost 2) it'd be a significant change to defense customization.

3) Not being able to see the whole map while placing your initial building really doesn't serve much of a purpose. All it ends up doing is causing the player to restart the map if they placed in a poor position they don't like. Since you often can't see the initial walls/defense buildings it's hard to know where the optimal placement should be. Though if my initial suggestions were implemented this would matter far less.

4) Selling cards often messes up. It just fails to drag and you have to do it a couple of times to get it through sometimes. Maybe something like clicking on the card then clicking on the sell option or having a sell option you can click on the card or right click to sell... there's many ways. I don't understand how hard any would be to implement... and the solution could just be making fixing the failed drags as well. It just needs to be improved.

5) It can be a bit annoying to check the herald sometimes. You start fooling around with your cards and then you end up not having enough resources for w/e event the herald comes in with. While this is a user error it's also a failure of how the system is initiated. I'd much rather the herald be a forced screen that you have to deal with before starting your turn fully. Another option is having a button you can click so that regardless of what part of the map you're viewing you can see the herald. A ! mark, somewhere on the screen, that auto-jumps you to the herald event would make the odds of making a mistake far less.

Overall this a very fun game and I'm interested to see the future of it. There's just minor issues that make game play annoying.
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Showing 1-3 of 3 comments
蛋卷  [developer] Oct 28, 2024 @ 5:48am 
Thx for takin the time to give us advice

1. The initial walls are basically a guide, u can ignore them or use them to build a more intricate path.
2. Lowering the cost to 5 is indeed a good idea. Plus, now u can move any building for FREE within the SAME TURN once you’ve moved it.
3. Without that restrictions, players might place the starting position in WEIRD spots, which could impact the overall game experience, we don't wanna see that happen (◞‸ ◟)💧
4. About the card drag issue, cos we’ve reverted to an earlier version. if you drag cards too quickly, it might cause a bug. Sry bro, we're still tryin create a better solution ...
5. NICE suggestion ദ്ദി ˉ͈̀꒳ˉ͈́ )✧
Sepidaceous Oct 28, 2024 @ 9:09am 
Originally posted by 蛋卷:
Thx for takin the time to give us advice

1. The initial walls are basically a guide, u can ignore them or use them to build a more intricate path.
2. Lowering the cost to 5 is indeed a good idea. Plus, now u can move any building for FREE within the SAME TURN once you’ve moved it.
3. Without that restrictions, players might place the starting position in WEIRD spots, which could impact the overall game experience, we don't wanna see that happen (◞‸ ◟)💧
4. About the card drag issue, cos we’ve reverted to an earlier version. if you drag cards too quickly, it might cause a bug. Sry bro, we're still tryin create a better solution ...
5. NICE suggestion ദ്ദി ˉ͈̀꒳ˉ͈́ )✧

Yeah, the problem with the initial walls is sometimes they don't actually help with the pathing of the enemies. Such as on 1-2 there are archer towers that will never see an enemy unless moved. If you don't want to change the ability to freely move those buildings on turn 1 I'd recommend perhaps looking into moving them around a bit so they're more useful as defense structures. Maybe have them more focused near the portals instead of spread out across the map? That way the player always expands on the defenses instead of having to move or work around them. My main concern isn't that the the player doesn't have the freedom to customize their own defense (though in my opinion it makes the game more fun) it's that many of the walls/defense buildings are placed poorly. So even just re-adjusting them to better follow monster pathing would solve a lot of issues.

Yeah, I do think a talent that reducing the cost to move would probably be the best option. When it's 10+ to move a building a -3 reduction might not be a big deal but -3 (Maxed talent) would make moving wooden walls a lot more viable.

I understand that. Could it be possible to make it where they see the map but can only place in a certain area? Or maybe you could have an option where the player can see the map when selecting the map from the menu? That way they can see the wall/defense buildings as well but you wouldn't have to change anything about how the initial building is placed. As long as the player can see the full map, anywhere, it wouldn't be an issue.

No worries about the card drag issue. As long as you're aware of it that's all that matters. Was just offering some options. I know that sometimes something simple can be really hard to implement depending on how the game is developed so I know even if someone offers a good suggestion it might not be realistic. That's why I try to provide multiple options to see if one might be possible.

Glad you like the idea on the Herald. Would be a good qualify of life improvement.

Love the game btw. Just a few minor tweaks and it's almost a perfect game for me.
Last edited by Sepidaceous; Oct 28, 2024 @ 4:05pm
Sepidaceous Oct 31, 2024 @ 11:46pm 
Originally posted by 蛋卷:
Thx for takin the time to give us advice

1. The initial walls are basically a guide, u can ignore them or use them to build a more intricate path.
2. Lowering the cost to 5 is indeed a good idea. Plus, now u can move any building for FREE within the SAME TURN once you’ve moved it.
3. Without that restrictions, players might place the starting position in WEIRD spots, which could impact the overall game experience, we don't wanna see that happen (◞‸ ◟)💧
4. About the card drag issue, cos we’ve reverted to an earlier version. if you drag cards too quickly, it might cause a bug. Sry bro, we're still tryin create a better solution ...
5. NICE suggestion ദ്ദി ˉ͈̀꒳ˉ͈́ )✧
Thanks for the Herald update! It's really nice. Lot better of a system.
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