Nordhold: Origins

Nordhold: Origins

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Lomaster  [developer] Aug 30, 2024 @ 7:13am
Nordhold: Origins Feedback
Feel free to leave your feedback and any thoughts on the Nordhold: Origins
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Showing 1-15 of 51 comments
Tenoshii Aug 30, 2024 @ 10:35am 
Been enjoying my initial time with the game so far. I think the two things I would suggest are:
1 - Adding an overlay the player can toggle that color codes +3 and +4 height hexes for optimal tower placement.

2 - Adding Some sort of impact animation when enemies get hit would be a nice addition.
Nando | Stunforge  [developer] Aug 31, 2024 @ 5:01am 
Originally posted by Tenoshii:
Been enjoying my initial time with the game so far. I think the two things I would suggest are:
1 - Adding an overlay the player can toggle that color codes +3 and +4 height hexes for optimal tower placement.

2 - Adding Some sort of impact animation when enemies get hit would be a nice addition.
Thanks for the tips. Yes, finding the extremely favourable hex fields can sometimes be a bit challenging and this might help, right.
danielvomdorf Sep 1, 2024 @ 5:30am 
this game looks nice and makes fun to play...but the progres of upscaling fells not right.
- after i build the brewery i was shocked about the costs
- there are maybe to much random abillities, like lightning chain hits
- it is hard to focus a certain "build"of towers and it becomes frustrating for me
- is there any posibility to make it harder at the beginning to get more reward?

it is hard to say what has to be done, to make it more likely that i play it again
- i would love to have a slow and unlimited scaling of towerdamage/range/specials and so on

may favorit Towerdefence game is Gemcraft in all its versions

i can not imagine, tha lategame is fun to play or just boring grind for points to buy a perk that pushes me just 1% furter
- i think diffrent maps(the whole thing) would make it way more intresting to scal up and try to beat the hardest enemys
Stunforge | Basti  [developer] Sep 1, 2024 @ 6:46am 
Originally posted by danielvomdorf:
this game looks nice and makes fun to play...but the progres of upscaling fells not right.
- after i build the brewery i was shocked about the costs
- there are maybe to much random abillities, like lightning chain hits
- it is hard to focus a certain "build"of towers and it becomes frustrating for me
- is there any posibility to make it harder at the beginning to get more reward?

it is hard to say what has to be done, to make it more likely that i play it again
- i would love to have a slow and unlimited scaling of towerdamage/range/specials and so on

may favorit Towerdefence game is Gemcraft in all its versions

i can not imagine, tha lategame is fun to play or just boring grind for points to buy a perk that pushes me just 1% furter
- i think diffrent maps(the whole thing) would make it way more intresting to scal up and try to beat the hardest enemys

Hey Danielvomdorf!
Actually the current Game differs quite a little bit from what we will see in the fullgame.
Due to the availability of way more buildings, more towers and even more relics, banners, hero spells etc. the whole progress will feel different.
Ofcourse our Goal is to keep it hard, because our main direction is to be a roguelite towerdefense mixxed with strategy elements. But on the other hand we can assure that alot of progression right now in the game, just might feel off by a little on cost because they are rather balanced towards the fullgame experience. We implemented some buffs and cost reduction yesterday on our first patch and will try to even implement more of the community feedback to make sure everyone loves the current state of the Prologue.

A different Map is not planned yet, but maybe this is something we can look at for later updates of the game. What we will implement in Q1 2025 is a Endlessmode where the waves scale endlessly and you can try to come as far as you can. (Again here, trying to keep it simple for the regular player, but give something to aim for the 10% of competetive Players.)

If you have any more Feedback we would love to hear about that aswell in our Discord, that way the Community can aswell help defining ideas and shape them.
hypermail Sep 1, 2024 @ 11:29am 
Would be nicer, if all relevant texts were as large as normal text, at least. For example, in the market there were some description text, but it was small. There are some other smaller relevant texts like prices and descriptions, too. If one can see normal text about right, then the small text is harder or impossible to read. This of course applies if one plays without large monitor or so. All relevant text might as well be at least normal sized instead of smaller.

Also, the scenario feels somewhat long, although a new player plays multiple times. But each time gets longer and longer as one gets through more and more waves. Events and such make it feel less tedious, but there is not much sense of how long is this going to be. For example, one couldn't choose at start a mission or something, where mission could be like 5 to 15 waves. Also, most of the buildings are there from the start, so it doesn't feel that much like first mission introduces basic buildings and so on. On the other hand, there is progression with the buildings, so there is also feeling of learning new things. But at what point the players could naturally save the game and return later instead of continuously handling next turn.

The area, which is being explored, is also into "space" instead of having some cues how far one could explore to (like towards distant mountains). It would be nice to have some other continuations besides the path, too, like rivers. So, one could explore near a river finding bridges and what not, and seeing where the river goes. And there could be different terrain like forests and snow, too. There could be possibility to clear area in a forest, costing gold and giving wood.

And, there could be outposts and villages, that had some perks or features.
Last edited by hypermail; Sep 1, 2024 @ 12:52pm
Garven Sep 1, 2024 @ 1:51pm 
The perk of a random tower being 5 gold cheaper to upgrade is nice, however it is difficult to find said tower and clicking through all available built towers is tedious and I'm not even sure which tower is the one that got the benefit. Making this more apparent would be appreciated.

Along the same line, being able to see which towers will be free to upgrade on the next turn would be nice in case you're looking for cheap upgrades when you have an excess of gold. Maybe a highlight/halo/glow indicating if an upgrade costs 5 gold or less would do the trick.

Very cool game as it stands, though. Can't wait to see how the full version pans out!
Nando | Stunforge  [developer] Sep 1, 2024 @ 4:57pm 
Originally posted by hypermail:
Would be nicer, if all relevant texts were as large as normal text, at least. For example, in the market there were some description text, but it was small. There are some other smaller relevant texts like prices and descriptions, too. If one can see normal text about right, then the small text is harder or impossible to read. This of course applies if one plays without large monitor or so. All relevant text might as well be at least normal sized instead of smaller.

Also, the scenario feels somewhat long, although a new player plays multiple times. But each time gets longer and longer as one gets through more and more waves. Events and such make it feel less tedious, but there is not much sense of how long is this going to be. For example, one couldn't choose at start a mission or something, where mission could be like 5 to 15 waves. Also, most of the buildings are there from the start, so it doesn't feel that much like first mission introduces basic buildings and so on. On the other hand, there is progression with the buildings, so there is also feeling of learning new things. But at what point the players could naturally save the game and return later instead of continuously handling next turn.

The area, which is being explored, is also into "space" instead of having some cues how far one could explore to (like towards distant mountains). It would be nice to have some other continuations besides the path, too, like rivers. So, one could explore near a river finding bridges and what not, and seeing where the river goes. And there could be different terrain like forests and snow, too. There could be possibility to clear area in a forest, costing gold and giving wood.

And, there could be outposts and villages, that had some perks or features.

Great thoughts and feedback, thank you so much. Let's take it and see how we get on.

Originally posted by Garven:
The perk of a random tower being 5 gold cheaper to upgrade is nice, however it is difficult to find said tower and clicking through all available built towers is tedious and I'm not even sure which tower is the one that got the benefit. Making this more apparent would be appreciated.

Along the same line, being able to see which towers will be free to upgrade on the next turn would be nice in case you're looking for cheap upgrades when you have an excess of gold. Maybe a highlight/halo/glow indicating if an upgrade costs 5 gold or less would do the trick.

Very cool game as it stands, though. Can't wait to see how the full version pans out!

Yes, that's exactly what we're currently doing. It's sometimes a bit difficult to click through, especially when you want to distribute some money. QOL is very important to us.
Oskar Wildbart Sep 6, 2024 @ 12:50pm 
Hey, like the game and thought about some suggestions.
QOL
1. Would be cool to tab through the building menu (tab forwards, tab+shift backwards).
2. Maybe put the tower symbols/types also next to the level up menu like the building menu. And if possible also tab able.

I could also imagine this to be a great Co-op game, where banners cancel other options out, so you and our mate have to find synergies. But this is just a really raw idea and i have no expectations.

Keep up, looking forward for the release.
Nando | Stunforge  [developer] Sep 6, 2024 @ 1:12pm 
Originally posted by Oskar Wildbart:
Hey, like the game and thought about some suggestions.
QOL
1. Would be cool to tab through the building menu (tab forwards, tab+shift backwards).
2. Maybe put the tower symbols/types also next to the level up menu like the building menu. And if possible also tab able.

I could also imagine this to be a great Co-op game, where banners cancel other options out, so you and our mate have to find synergies. But this is just a really raw idea and i have no expectations.

Keep up, looking forward for the release.
Cool ideas, thank you very much - yes lots of QoL still incoming. We're carefully distancing ourselves from coop etc. for now and focusing on the core loop of the game. What follows afterwards is still open :)
Whitey Sep 6, 2024 @ 3:56pm 
Save audio settings when I exit and return to the game. I'm pretty sure I have the master volume all the way down, but every time I open the game it's all the way back up. (Nothing against the audio, but this is the type of game I can play and listen to something else in the background).
someGuyJeff Sep 6, 2024 @ 4:39pm 
Awesome game. Unsure of the road map to final build, but an option to set default construction/upgrades with starting resources would be nice. Similar to hypermails suggestion. Ex. take cost reduction from starting resources to begin with Mill and level 1 golden fertility purchased and an assigned worker. Incorporating meta resource upgrades into account would be a bonus.

Any plans to drop any minor content leading up to full release?
Last edited by someGuyJeff; Sep 6, 2024 @ 4:40pm
Nando | Stunforge  [developer] Sep 6, 2024 @ 6:49pm 
Originally posted by Whitey:
Save audio settings when I exit and return to the game. I'm pretty sure I have the master volume all the way down, but every time I open the game it's all the way back up. (Nothing against the audio, but this is the type of game I can play and listen to something else in the background).
Can you check again whether you have applied the settings? I have just checked this again and the master volume is saved for me. Hope it works for you too?
Nando | Stunforge  [developer] Sep 6, 2024 @ 6:51pm 
Originally posted by someGuyJeff:
Awesome game. Unsure of the road map to final build, but an option to set default construction/upgrades with starting resources would be nice. Similar to hypermails suggestion. Ex. take cost reduction from starting resources to begin with Mill and level 1 golden fertility purchased and an assigned worker. Incorporating meta resource upgrades into account would be a bonus.

Any plans to drop any minor content leading up to full release?
Great idea, yes. We will certainly have to take that into account in the course of further development.

And yes, we will continue to work on Origins in parallel and also rotate some new content in here on a test basis when the opportunity arises.
UfoL BeerSeeker Sep 9, 2024 @ 8:58am 
There need to be some description what different healtbar colours mean. I suddenly got overwhelmed by blue hp dudes, but clicking on them did not provide any more info. There are some block/armour/barrier things in tower upgrades, but no idea which is which and how they actually work. A short descrption during the tutorial or a little "?" in top right corner to show a some colour legend or enemy catalog would be helpful.
Nando | Stunforge  [developer] Sep 9, 2024 @ 9:07am 
Originally posted by UfoL BeerSeeker:
There need to be some description what different healtbar colours mean. I suddenly got overwhelmed by blue hp dudes, but clicking on them did not provide any more info. There are some block/armour/barrier things in tower upgrades, but no idea which is which and how they actually work. A short descrption during the tutorial or a little "?" in top right corner to show a some colour legend or enemy catalog would be helpful.
Yes, the health bar optic came after the tutorial was implemented - that's why the part is missing and is currently simply confusing. We will add it asap.

Green brackets = 100 HP
Blue brackets = 1000 HP
Pink brackets = 10.000 HP
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