Prodigy Tactics

Prodigy Tactics

 This topic has been pinned, so it's probably important
BluNectarine  [developer] Nov 13, 2017 @ 4:37am
Prodigy Tactics - Suggestions and Requests
ROADMAP: https://steamcommunity.com/app/626550/discussions/0/1696046976475322626/

I'm opening this thread so you can share with us your suggestions! Feel free to post here your impressions and ideas about the future content/balance of the game.

For bug report please visit this thread
Last edited by BluNectarine; Mar 31, 2021 @ 2:23am
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Showing 1-15 of 195 comments
REQUESTS FOR THE GAME DEVELOPERS GOES HERE, BUGS GO ON THE PINNED FORUM
So I figured we should keep track of how the game progresses. This should be a discussion that is PRODUCTIVE - not a yelling board of frustrated children who don't like the rules. Productive and construcive critism - both positive and negative is what we are looking for in this forum.

Right now I think this game has some VERY strong points going for it - and some points against it. First the Pro's (Who like's to start out with negative critism anyways? :P)

1 - Graphics = Amazing. Bar none. You guys have obviously spent alot of time on this and you should be proud of it.
2 - Pricetag = Incredible. I thought this would be a 30 - 40 $ game, but it surprised me when you started it off at the price you did.
3 - Characters = Amazing. Creative, diverse, very inventive. And I really love the fact that you put in character backgrounds the way you did.
4 - Gameplay = Unique. This is a pro - and I also list it as a con. Only development will tell which it will ultimately be.

Cons
1 - Story = None. At least so far. I did glance through the characters and their backgrounds but there is not much linking anything together so far. I hope sincerely that you just haven't released the story yet and there will be a singleplayer campaign which will clear this all up, but without a story, there's not much to compell people to follow the game. Trust me.
2 - Gameplay = Unique, but slightly confusing. I think either a better tutorial or manual (in this day and age a tutorial would be better as gamers hate manuals, much to my chagrin) would go a LONG way. The Devs might know how to play the game, and play it well, but that doesn't mean we do. For instance, it took me forever just to figure out that the person attacking and defending aren't necessarily the people who will be hit. That sort of thing.
3 - Spelling = Pretty good so far. I can't help that I have a degree in English and notice spelling and grammar errors all the time. While we ALL make them, I don't think there should be an excuse for them in a game - part of what I do when Deving a game (or at least what I DID when I used to Dev games) was triple check spelling and then give it to someone else to spell check. And that means everything. Take the sentence I just wrote. Its incorrect although 99% of people wouldn't know it - when going through my post for errors I decided to leave it as it was as an example. If you would like, I would be happy to spell and grammar check your work for you.
4 - Getting noticed. I am doing my best to tell everyone I know about this game, but it isn't like this is a triple A title. You should get together with Valve and see what you can do to advertise the heck out of this game. The more people you have in early access - not only the more money you make but the better quality of product you get when done.

Thats it for now - please again people, write in positive and negative thoughts on the gameplay. Make it constructive - if it is positive, tell us WHY. If it is negative, tell us how it can be improved. Please don't do either of the following

1 - "TYhis game rr0x!" - besides the obvious spelling, there is no reason you are stating WHY it "rr0x!".
2 - "This game crashes all the time!" - thats not a good thing obviously, but please include your system info (if you need help doing that, just ask - dxdiag goes a long way), what happened when the game crashed, are you running anything else in the background, etc. We can't make this game better just by osmosis.

I hope this helps everyone. Especially the devs. You can count on my support throughout early access! :)
Last edited by ***GENERAL** Snuggles; Nov 10, 2017 @ 12:21pm
Just thought that you may want to include controller support from the get-go. It will be much easier to sell across multiple platforms if you do (I noticed that you intend to sell on the Nintendo Switch), but x-box and PS controller support would go a long way. I tried playing with my xbox 1 elite controller and found the game to be very difficult to play using the controller. Perhaps some button support and rumble feedback would help gamers?
I'am enjoying the game so far. Love the art style, and strategic elements of the gameplay. However, after this last update the enemies in training have become harder to kill and vice versa. The problem i see with this is that battles get drug out far too long and start to become stale. I know this is a Aplha build, but I prefer a quick fun battle over a long boring exchange between the enemy. I went through 5 characters before i brought the enemy down to half health, seriously!? Not fun anymore.
Originally posted by Vintage Crow:
I'am enjoying the game so far. Love the art style, and strategic elements of the gameplay. However, after this last update the enemies in training have become harder to kill and vice versa. The problem i see with this is that battles get drug out far too long and start to become stale. I know this is a Aplha build, but I prefer a quick fun battle over a long boring exchange between the enemy. I went through 5 characters before i brought the enemy down to half health, seriously!? Not fun anymore.

Having deved games myself, I can assure you that this is a natural progression from the Alpha to Beta stage. It ALWAYS happens - when you first begin to see if a game is possible - and then program it - you start off simply. Those quick battles you remember (and I agree with you partially, they were more fun, but give it some time mate) were the beginings of code - just code to see what was what and to lay down the engine. Now the game is maturing, and like all things that mature - all change - it can be uncomfortable during the process. But the end result is worth it almost always - after all, I think you and I would hardly like to play the original game again and again forever. Lets hope that the dev's know what they are doing - which I think they do. After all, they have allready shown us how much darn fun this game can be. Lets see how much MORE fun they can make it. Just give it some time.

And I call dibs on the first multiplayer match with you ;)

*gives you a cookie until then....*
BluNectarine  [developer] Nov 10, 2017 @ 12:39am 
Hi, thank you for an incredible feedback :) Let's talk about cons! :D (and thank you for kind words in pros ;) )

1 - Story: We are working on lore and adding the story mode to single player :) We'd really appreciate suggestions on how this mode should work :) I can tell you, that we prepare for you something extra before we implement story mode into the game ;)

2 - Gameplay: updated, easier tutorial - got it!

3 - Spelling: we are in the process of rewriting and spell-checking the game, hopefully we can update it soon (so your eyes won't bleed anymore :D)

4 - Getting noticed: We're doing what we can to get as much people in EA as possible - if you know anyone who's making reviews etc. - you can share our contact e-mail! pr@forever-entertainment.com

5 - Controller support: Reported, should be implemented :)


So one of your concerns is that matches are too long? Would you rather see tanks less 'tanky' or dps more powerful? The balance is a most important thing for us and we're open to your suggestions!
Last edited by BluNectarine; Nov 10, 2017 @ 12:39am
I would think as far as story mode goes - you know the saying "If it isn't broke..."

The familiar recipe of starting out with a small group or just one character and then making a number of different levels of fighting with story cutscenes between them is obvious. Then you introduce other charcters, more cutscenes, wash, rinse, repeat. However, I feel this is perhaps too obvious.

I was thinking you could work in the dissonence and harmony into it. Mayhaps (yes, I just used that word) some characters are more "attuned" to dissonence or harmony rather then it just being a gamble with negative outcome for the loser? IE - some characters work WITH dissonence (Their stats increase on a dissonent circle), whereas some others work better with harmony - and the same character who works well with the harmony circle would suffer penalties with dissonence, visa versa. Then you could add characters (very few) who work well with BOTH - perhaps the hero's of the game? In this way you could have - in affect - a variety of games like "Dissonence VS Harmony" game - lol D.V.H. for short - then you could have D.V.D.'s *no pun intended* H.V.H.'s, and games which run the gammet of not being clear on either strong suit. I know this sounds hazy - but if you were to flesh it out, it would certaintly bring a fresh scent to a genre that is pretty... well predictible. It would be a bit of a gamble and a headthinker but perhaps you could bring a new angle in?

Afterall, we can't all do the same thing over and over again, now can we? The new kids on the block can be a bore, but sometimes, they can set the trends too.

So I suppose the question would be, do you want to play safe with a recipe, or dare to break a trend?

Just a suggestion.

As for storyline, be advised I have already mentioned that I have a degree in English and have writen some books (fiction, but never fantasy), and have so much RPGing experience both online and IRL that it's rediculous, so I would be happy to flesh out the story with you if you would like.

At your service,
Snuggs
Last edited by ***GENERAL** Snuggles; Nov 10, 2017 @ 3:56am
Hello
I played the demo and I loved it,I really liked the idea of ***GENERAL** Snuggles in the pros and Cons and i agree with him.
This game has a lot of potential and is also very beautiful even in alpha.
There are some things I would like to see in the game that I find interesting.

1: character progression, for exemple level up and skills.
2: Story mode
3:Enemy heroes
4: Better interface because I found it a little confusing, for example when you hover the mouse over, you will see an "Attack" or "Defend" text. This would be good when selecting the heroes "Tanker" or "DPS" as well.

This game is in my wish list .



Originally posted by FolhaVerde:
Hello
I played the demo and I loved it,I really liked the idea of ***GENERAL** Snuggles in the pros and Cons and i agree with him.
This game has a lot of potential and is also very beautiful even in alpha.
There are some things I would like to see in the game that I find interesting.

1: character progression, for exemple level up and skills.
2: Story mode
3:Enemy heroes
4: Better interface because I found it a little confusing, for example when you hover the mouse over, you will see an "Attack" or "Defend" text. This would be good when selecting the heroes "Tanker" or "DPS" as well.

This game is in my wish list .

*Barks happily and gives FolhaVerde an oatmeal raisen cookie* I love it when people like my idea's! Can I run for president of the world? While I don't have any recommendations on healthcare or laws or wars or anything, my big idea is... free beer for EVERYONE.

I think I'd win. :P
Last edited by ***GENERAL** Snuggles; Nov 10, 2017 @ 7:44am
Just a note from me being anal (a polite word for what I am) - during the tutorial and game you refer to spaces as "Squares". However, I can't help but notice they are in fact "Circles". You should pick one and stick with it. Since you have already programmed them to look like Circles, you should probably just change the the words to "Toboro's CIRCLE" not "Tobor's SQUARE" and keep with that - I know its alot easier to retype a word then to reprogram a code for a square instead of a circle. It will be more consistant that way. I know, I know, its a small thing, but a lot of small things add up to a good game.
I think some Character Dialog would flesh a bit out - IE when you select an option, a character should make a noise of some sort - whether it be english, Elvish, Toborish, or just a grunt. You get the idea. This will make pressing the buttons more satisifying - I know that sounds stupid, but just ask the Sirius Cybernetics Genuine People Personality feature - they'll tell you it'll make all the difference in the world!
Seige911 Nov 10, 2017 @ 10:31am 
For the match taking to long issue an 'easy' (I know coding can sometimes not be easy) is to introduce sliders (if you do add sliders please allow manual values to be entered) where the player can set things for the match. A few variables that come to mind are:
1) Damage: increase or decrease damage by a precentage.
2) Unit Health: increase or decrease health by a precentage.
3) Healing: increase or decrease healing by a precentage.

Then if possible you could have the game return the feedback on the modes people play and use these to make interesting presets, or present them to the other players playing in game.

Another idea is to create different game modes like:
1) No Healers
2) Offensive only
3) 3v3,2v2,1v1, etc.

Another thing I would like to see is a character viewer, or a way to see the character models outside of combat, so you can rotate and zoom in and really appreciate the hard work that was put into them.

Additionally, a way to skip the combat animations would also be nice. Game play can be pretty slow so anything which allows you to get back to the player controlled actions of the game is nice.
Last edited by Seige911; Nov 10, 2017 @ 11:38am
This was put in the bug forum.

Originally posted by wsgroves:
Requests:
I would love to see different skins for the characters. Maybe they are available who knows. I have not played it a ton yet.
More varied attacks. I have played the tutorial twice I admit so maybe there are more.
On the lineup screen where it lists all the characters in the rectangle boxes. Would be nice to have it do something like bring up the character model full screen etc when you click on them. As of now, I dont even know when they are even selected on that screen.
Camera rotation and zoom. Maybe it is there already, I am just throwing it out there.
Music on by default. Some reason my music was turned all the way down in game and I couldnt figure why there was very little sound lol.
Originally posted by Seige911:
For the match taking to long issue an 'easy' (I know coding can sometimes not be easy) is to introduce sliders (if you do add sliders please allow manual values to be entered) where the player can set things for the match. A few variables that come to mind are:
1) Damage: increase or decrease damage by a precentage.
2) Unit Health: increase or decrease health by a precentage.
3) Healing: increase or decrease healing by a precentage.

Then if possible you could have the game return the feedback on the modes people play and use these to make interesting presets, or present them to the other players playing in game.

Another idea is to create different game modes like:
1) No Healers
2) Offensive only
3) 3v3,2v2,1v1, etc.

Another thing I would like to see is a character viewer, or a way to see the character models outside of combat, so you can rotate and zoom in and really appreciate the hard work that was put into them.

Additionally, a way to skip the combat animations would also be nice. Game play can be pretty slow so anything which allows you to get back to the player controlled actions of the game is nice.

I really like that idea and second that motion about the character viewer. The characters are SO well made that it's almost not fair that we can't zoom in and out and look at them in a 3d perspective. Perhaps that should be what you get in addition to the portrait in the "Characters" menu. When you click on the character it pops up a portrait - click the portrait and it switches to a 3d rotational model that you can look at and drool over. I mean, the graphics are a very strong suit for this game, so why not show them off? Good suggestion mate!
Seige911 Nov 10, 2017 @ 1:49pm 
Was able to find and play the demo, so here is a bit more feedback on some ideas I touched on previously:
1) the animations are really nicely done and I can see all the love and hard work which was put into them, however, seeing them over and over breaks the flow of the game due to the player waiting for in my opinion a much too long time. Please add a way to disable the combat animations and instead just show the numerical results at the end. Honestly, I could not get through a single game because the combat was so slow. Also, the last action of that unit should be able to be repeated by simply pressing space or something like that... and keyboard shortcuts for the different actions.
2) A lot needs to be done on the GUI side of things. A lot of the information I am wanting is not there or requires me to have to think to find. Take a look at the Magic the Gathering digital games in how they signal this information. Here are a few problems I see and a possible solution:
a) The Attacker/Defender transition screen takes too long and is clunky. Solution: The attacker circle is solid Red, the defenders circle is solid Blue. This removes the need for the transition screen. The characters can still be animated while they are waiting for the player to move.
b) The result of an action is hard to determine (I have accidently healed when I ment to attack a lot). Solution: If the unit is able to attack then an arrow is drawn to the unit(s) it is able to attack. Also unit auras for the different moves: heal would be a green aura, disharmony/counter attack would be a red, harmony/defend would be blue. Third, if the move is going to place a disharmony or harmony tile on the board then a sphere should hover over the characters head (if harmony blue, if disharony red, if both half and half). If no tile can or will be placed then sphere is animated. This way at a glance I know what my character can attack (and if, since if they cannot attack from the location there is no red arrow), and if they are going to change the state of the board. I have a feeling that the harmony/disharmony mechanics are important so there really needs to be better signaling. If this is not clear let me know and I can try to draw a mockup of it.
c) Turn order is not shown. Solution: On the left hand side of the screen put a vertical banner which has portrats with the name of each character in the order they will attack. A user hovers their mouse over a portrait, then it drawns an arrow over the character.
d) Combat Log is not shown: Solution: On the right hand side of the screen add a vertical scrollable box which holds who attacked who and for how much. This would also make removing the combat animations easy as the information which was done in the animation is replicated in this log.

Example how things would flow using this GUI.
a1) Screen come up, attacker square is painted red, defender is painted blue. If there is a defender then a red arrow is drawn showing what the attacker can attack. Additionally, the disharmony/harmony sphere is rendered if unit can place one of those statuses. (do not fully understand how disharmony works so may need to tweek this)
a2) Attacking Player can move their unit, if they do then red arrow is redrawn if they can attack and the squares are painted appropriately. Sphere state is updated.
a3) Attacking/Defending Player select an action for the unit. Unit gets corresponding aura based on selected action.
a4) Player verifies selection. If animations are enabled then they play. When animations finish Combat log is updated.
For me the goal is to get each units turn to take 2-3 seconds to complete.

2) Unit stats: Right now it appears that all the unit classes more or less have the same stats, it would be nice if there was a bit of variation. This information should be listed in the units profile. A few stats which come to mind: Attack, defense, speed. This would allow for fast units which can act multiple times against a slow unit. A unit that has attacked cannot block if its speed stat has not refreshed. Also list them in numerical form, it makes things a lot easier for comparison for the hard core players.

3) Unit Attacks: It would be nice if units had more varation in their attacks. Maybe add light and heavy attack along with a specialized move which depends how close they are to the front lines. This can be balanced by having the stronger moves 'stun' the character and delays the recharge of their speed. Play this off the idea of speed and you get some interesting situations. A few examples: Low defense character with high speed, light attack does low damage but has low stun, heavy attack does massive damage but has an extremely long stun period. This forces the player to make the call if leaving their character open to attack for a long period of time is worth the damage. Or a slow character whose light attack has a very very fast cool down and does a modest amount of damage and a heavy attack which has a fast cool down and does light damage with AOE. Of course all this information should be located in the character profile.

All and all good base of a game, but feeling a lot can be done to make things a bit more tactical and make combat flow a lot more fun.
Last edited by Seige911; Nov 10, 2017 @ 1:57pm
wsgroves Nov 10, 2017 @ 3:40pm 
I cant write a good essay like most but I deleted my post from the sticky as apparently, that is not where it goes.

Requests:
I would love to see different skins for the characters. Maybe they are available who knows. I have not played it a ton yet.
More varied attacks. I have played the tutorial twice I admit so maybe there are more.
On the lineup screen where it lists all the characters in the rectangle boxes. Would be nice to have it do something like bring up the character model full screen etc when you click on them. As of now, I dont even know when they are even selected on that screen.
Camera rotation and zoom. Maybe it is there already, I am just throwing it out there.
Music on by default. Some reason my music was turned all the way down in game and I couldnt figure why there was very little sound lol.
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