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Докладване на проблем с превода
Hmm. Feedback...
- more enemy variety, even if cosmetic, could be nice.
- less RNG would be nice, or more RNG mitigation (maybe upgrades that allow for more choices + rerolls)
- maybe something to build on the terrain/hexes other than towers? Like walls (maybe make early ones totally destructible, but later, say, stone walls/gates, be repairable).
- also, it would be nice if there would be, either as default or a buildable/purchasable upgrade, hexes we could build on right next to the city gates.
- also, maybe allow us to put defences on the city walls themselves? And maybe even expand those walls?
- maybe do something w/ the water/coast? Maybe a recruitable + upgradable ship that can provide fire support (maybe as another 'layer' of spells, and/or direct fire support: seeing the ship on-screen firing directly...maybe even allow players to position/reposition the ship)
- rivers and bridges, as chokepoints, would be nice, too.
- more quality-of-life stuff, like the one mentioned about about quick cycling through towers (maybe make it so that you can choose to do that for all towers, or just the ones you can upgrade and/or that just leveled up). Maybe a hotkey to activate/start the next wave, too (unless it's already there and I just missed it).
- alternate game mode that's 'non-stop'? still pausable/speed-adjustable, but no breaks, and w/ a regular stream of enemies.
- a 'longer' game mode that doesn't just throw super powerful waves at you after an arbitrary wave count. Something that leans more on persistence, and maybe more emphasis on stuff like building up the city + fortifications.
- will there be a customizable/player-made hero? That could be a nice feature, IMHO. Esp. if they, and/or other heroes, can do more on-screen than just be a source of spells.
Well, that's what came to mind. Fun demo. Wishlisted. :)
Maybe I'll uninstall it after I get one or two more achievements...
If you cant be bothered to put voiceover in a game, then atleast dont make it a nightmare to read the explanation text at the start. These are game designs that make people uninstall the game and not even try it.
If you try to read a sign or book, or any other thing. Ask yourself this as developer;
Do You want someone to shine a flashlight into your eyes as you try to focus on reading words?
If there is a way to modify this in the gamefiles to remove this flashing yellow/orange border, i would like to know so i can turn it off.
Edit; I had to quit the demo, if someone knows how to remove this flashing that would be very helpful.
Oh and add a counter on the enemy spawn portals to help with spell planning :)
I really like the roguelite mechanics and the drive to see how much further I can get with some improvements is great - while it lasts. Expecting that the full game will have quite a lot more unlocks than the demo, however there will still be an end to them. I personally probably won't be particularly interested in just pursuing a high-score at that point, and may simply drop the game if there isn't enough challenge or variation in the gameplay to continue to pursue. As far as the roguelite mechanics go, I would love to see a few of the following:
1. Bonuses or maluses that can completely change up your strategy. The +5 stacking gold per wave relic is a good example of this. Picking it up at the outset shakes up the economy in a good way for me. I'd love to see more relics / banners / heroes / other random things that force you to rethink a run, e.g. outright banning your favourite tower, giving enemies shields, armour, etc.
2. More variety in the tiles and routing possibilities. The different strategies that can organically emerge from map variety are one of the things I like most about tower defense games. Some of the highlights I've seen were playing with lines of sight in the first Defense Grid, reshaping, adding to and deleting paths in Axon TD, and the sheer three-dimensional craziness of No Creeps Were Harmed, in which the map design is basically the star of the show. Nordhold being a roguelite, there are probably some limitations, particularly given the design so far, but a few additional options for re-rolling a tile, rerouting an exit, or adding another path, as well as some tile-based modifiers that benefit enemies or the player would be great to play around. At the moment, if you get a split at the right time, that can really help you carry a run. I like the random nature of that, but I'd like some play in it too.
3, I feel like there needs to be a little more to the heroes, perhaps an additional benefit and possibly a negative attached to each hero, to provide more of a challenge in selecting them. Extra energy seems to be pretty powerful at the moment, and I almost always go with that. I'd imagine there will be some mechanics to adjust heroes a bit in the full game.
4. I'd like to see some of the unlocks that you currently buy with honour instead be rewards for accomplishments or feats in the game, e.g. for reaching wave 10 within a time limit, killing 1000 enemies only using one type of tower, etc. Could be a simple way to add some challenge and some variety to the game.
5. I'd like to see a few different modes, particularly if the map is going to always be randomly generated. As an example, making the enemy variety even more randomised, and having some more complex combinations to deal with. In combination with that, a way of forecasting the types of enemies you'll be facing so that you can prepare (and make preparation necessary to succeed).
Anyway, just my two cents. Game is already pretty fun. Hoping that the existing loop of slowly getting better lasts for a good while, but would really like to see more variety in the runs.
Scrolling with cursor to the edges of the screen is standard since 30 Years.
Strengt euch mal an! ;-)
Glad to have colors and stereo sound in the demo at least. =]
Inspired by Thronefall a little bit? Feels familiar. (means good)