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
Prior to the unit cards, the game loop was thus;
Every round, draw card that has minor to moderate impact to next round, unlock unit cards, place units in accordance with credit available.
After the unit cards, the game loop was thus;
Same as before, completely unchanged, absolutely pay no attention and never mind what happens on the unit card draw rounds. Everything is the same, nothing to see here. Don't have to take into account that you and your opponent get unlocks, your unlocks matter wrt. cards, etc. Totally the same game loop.
As for specifying what exactly I have in mind which doesn't break the oh so "very basic" game loop, I did. And yeah, it does cut it. It isn't complicated, or it is as complicated as you want it to be. You just throw in "weeks before release" as if it all should be part of a release in a few weeks, instead of, as I repeatedly expressed, such changes, as any core gameplay change should be, should be pursued in at a moderated (e.g.: tested, feedback dependent) pace. It probably could be done in "weeks before release" but it's not necessary, that's just more in the class of arbitrary non-sequitur assertions, like two units infinitely fearing each other... Just please use some common sense, think critically, start with "how could this be made to work" and "what does he mean by 'not saying they're all good ideas'". Level your horizon markers.
Lowest hanging fruit that could be implemented in the shortest period of time is a 2nd tier of the mobile beacon upgrade that just adds/allows a 2nd mobile beacon. Want to get fancy and tweak balance? Add an extra round delay on the 2nd beacon so it can be used every other round instead of 2 beacons every round or shorten it to only half the distance or no turn-point, etc... but honestly - that kind of stuff needs to get worked out in actual testing, the theory crafting is only for proposal. Put it in a closed beta branch, let testers (maybe curators too) experiment with it, try out variations, analyse the feedback, take the best feeling one with the least impact, broaden the test base to the general public with an open beta branch, collect feedback, perform any revisions, repeat until satisfactory for a release. A normal sane indie Steam game dev cycle.
That's a good process. Repeat for some AI targeting changes, "fear" effect, tower upgrade, card or chip, unit upgrade, or what the hell ever, or any and all other gameplay impacting changes. Chaos is absolutely not necessary.
You want details, details, details? You write them. Critique it, vary it, refine it, simplify it, multiple choice, express opposition or none of the above.
This wouldn't be "common sense" it would be extending you extreme leniency, critical thinking is not a hugbox. You should want to know the problems with your suggestions so that you can work them out or develop better ideas in the future.
No one takes your ideas seriously because you are a known hater. Youre the pointing soyjack pointing at the review score, but now suddenly you want to suggest new ideas? Good luck. I hope you find a game you actually like some day.
When both players being offered the same cards, its no rng, so i have no idea what many talks about. Nonsense. Tried other autobattlers, man... those were rng fests with 10 minute life span... this game is a gem. Hope devs push it to release sooner.
If the boards are identical then sure. But the unit drops can greatly affect one player more than the other.
U have to think what he will choose... not just think about what U need... Sometimes u simply choose something to mirror your enemy, even if its not the best choice for your army, but it will prevent the benefit your enemy would gain... Still no rng, just deeper mindgame.
Only assymetry is with the starter characters and starter units, but that is something i would never change, becouse it gives a valuable flavour to the game.
We all knew these were permanent changes and not just a test like 2 or 3 days in when they put in dev time to put in a balance patch for their "test".
What they wanted was for people that didn't like it to keep playing it anyways for data and it kind of worked. I personally don't like being lied to in something I supported. And I cannot recommend a game made by people who would do such a thing in good faith.
I suggested the idea, not Q, Q just happens to agree with me and as MANY OTHERS in the community also do.
Attacking the closest unit is literally a handover for awful mobile gaming where the processing power and budgets are so small, doing more is not possible. I do not see why anyone would defend this brain dead AI.
As I already said in my previous posts, I want the game to succeed, otherwise I would not have bothered to post.