Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Thank you for all the feedback! We have a lot from you to sort through after your recently Wartile frenzy!
I will address some of the design points here, and I've made note of a slew of bugs you've reported
As for the Story and writing;
we agree that we need to be more on point with spelling errors. Our issue here, mostly stems from the fact that the game (in the initial design phases) was originally intended to contain much less story, which meant we didn't have a setup where we could easily read through and locate these early on.
This is something we're improving and hopefully with our new efforts and with you, our community's reports, we will fix this quickly!
Level up system
We agree that the “level up” system is not a very highlighted system. The system is a quite simple experience gain system from defeating enemy figurines. The only visual representation is the level up animation (present both in the game when it happens and in the reward scene) and the effect is unlocking token slots and new abilities.
We have planned improvements on the stat card, to show the level in addition to other improvements (health tracker, etc.).
Archer
You have certainly found a way to really exploit the Archer! We’ve shortly answered this in another thread, but for new readers; we understand that the Archer is strong, but it’s also a character that requires more micromanagement and skill to properly use. And players used to games with quick reactions and use of hotkeys (say MOBAs), will be able to use the Archer much more effectively :)
Godly Cards
As for your feedback on godly cards, we’re working on improvements to feedback on what is unlocked on what map. Having to cycle through the deck is intended design to encourage people to play with multiple cards and not have the same solution for every problem.
We also agree that traps don’t feel particularly consistent in its current iteration. Fixing this is a slightly larger change, as we would have to work on feedback to avoid it becoming frustrating. We have discussed solutions, but do not have any concrete plans yet on when or if it should be fixed yet.
Difficulty
You are certainly correct in that a large part of the game challenge is based on loadout setup and how you prepare for challenges before going into them. This means that the more experience you have, the easier the game becomes - making it very difficult to balance around as some players pick up on these aspects of the game really quickly (say your Archer tricks), whereas others play much more reactively.
In the same pass as we’re currently doing on Godly Card rewards, we are working on a system to better feedback the difficulties of each map compared to each other. This should help players to decide when to play a map at a certain difficulty.
UI
We’re constantly working on feedback issues and have multiple in the works. We appreciate you pointing these things out as well! We agree with most of your comments and are adding things to our to-do list accordingly.
Specifically, the part with camera panning between menus, was actually how it worked in the past. However, players (and ourselves) quickly realized that it being instant just felt better after playing for longer periods. We could possibly add it back as an option, but we’re not sure it actually adds a whole lot.
Advertising
Don’t worry, we’re not making game decisions based on people who read it's not turn-based, and complaints without ever trying the game :) We’re making decisions based on the feedback we’re receiving from our active player base.
Again, thank you for the immense amount of feedback! We certainly appreciate that you are taking the time to write this up!