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To answer your points:
We've already planned to implement the camera improvements, and we'll definitely discuss on a team meeting your suggestion to place the camera as the player sets it. We'll also work on the camera movement speed. At the moment, you can move the camera with arrows on a keyboard, but maybe it's necessary to also make the WASD keys to move the camera. We'll see what we can do in terms of two screen settings - maybe with a WASD moving camera it would be ok to leave it as it is now.
We probably weren't clear enough on the number of total units - now we have 18 units (as we count Tiny Inkulinati as a unit - as it also takes time to be made), and we aim for 5 unique Beasts for every Inkulinati. Although there is a probability that we'll have to cut it to 4 Beasts per Inkulinati, but still - in the worst case scenario we're going to double the number of Beasts in the game.
For sure there will be the option to choose an army squad in local multiplayer. And if we'll manage to make an online multiplayer (hard to say at the moment if we will, but we'll try to do it) there also will be such an option.
Levels with generated elements - I'm not entirely sure if i can answer that at the moment ;)
Map editor would be cool, but we are a small team with lots of tasks on the list already, so probably not, but we'll think how can we address that need.
Yes, Beasts will be more diverse in the final version - we just can't reveal all mechanics before the release, but we have some cool things already implemented!
Controller support will be eventually there, as we'll make a Switch version.
Hope these answers helped you out!
Your sincerely,
Sir Robin the Brave Designer
Just to say, thank you for the demo. Looking good so far with a fun game but my biggest concern is the number of unique units. At least 36 unique units sounds very cool though, are you also considering post-release content?
Yes! After launch, we consider post-release content.
Anyway, some suggestions:
The range of possible damage reminded me of Gladius, an old tactical game that also used range. There, units that had low accuracy were too powerful if you practiced enough, but if you turned the range off and let the game calculate if you hit or not, they would be balanced, if a bit weak. So, I suggest you add an average option, specially for players who are not very skilled or have old hardware. In my main laptop I hit the mark withou a problem, but with my mother's one It stuttered, and I rarely hit the sweet spot.
Also, an option for flames to damage instead of kill, and the options for pushed characters to push the next in line instead of going to the next open space. As a fan of fighting games, there is an ongoing debate for the existance of comeback mechanics. While I found it glorius when I turned the tables with a lucky push to flames or the edge, if I had a human opponent who was kicking my ass, he wouldn't be as happy.
Anyway, I'm waiting for this game (im)patiently XD
Funny cutscene, clean interface, interesting mechanics...
I want to mention two not-so-positive impressions however:
1) I was unpleasantly surprised by the arcade/QTE aspect of the combat.
2) Every single unit I killed was pushed out of the board or into flames anyway. So the QTE didn't matter in the end, because combat didn't matter at all. I smell an imbalance issue here, possibly a big one.
Cheers.
Thanks heaps for your feedback corbo. We'll take it on board!
I wouldsuggest either put out a demo closer to the release date, or leave the released demo available so we can revisit it now and again - otherwise it becomes one of those DEAD wishlist items - the ones that you have no idea why you tagged it.
Good luck!