Hello there!
Hello!
The menu at the bottom of the screen isn't intuitive enough. The positions of the importnat info should be placed on top. You could have something like that:
Team Save
New team
Music Back
Yep. I haven't gotten around to implementing a new UI yet, but I'll take in consideration.
Also, when the guys are speaking, put the icon of the mouse clicking in only one place in screen not at two places alternatly. it's annoying. I suggets that you put the second face aligned the same way as the first (align it next to the menu buttons)
Okay, on the mouse clicker. I dunno about re-aligning the 2nd face, since I like the symmetry of the layout...
The graphics are a little flat but you alreayd know that. The grid in the main screen is way too strong. It should displayed under the elemnts, such as the buildings, and have less contrast with the rest of the screen. Perhaps a lighter shade of grey. The blakc background doens't really help either, it makes the screen empty.
Okay.
We loose the text telling our current money. Put it in something so it doens't float around like that.
Yep, this is because I haven't gotten around to making the new UI.
Arrows on top of the buildings, not underneath it!
As far as I know, it is... The arrow was not on the starting places right?
So what's the difference between the buildings? You should explain what impact this choice will have on the game to the player.
Are you mentioning the starting buildings?
I had to click around for 3-4 minutes before I found where to click to start the game... Tell us exactly where to click so we don,t have to guess. If there are some locked area, they gotta be marked as locked somehow.
Oh okay. This is after you placed your team at a starting point right?
Ok, in-game stuff... I don't like the fact that you have some room for a toolbar at the bottom or at the top but we have to press right-click to pop-up a menu to select a unit. If you wnat to stick with the right-click menu, make it so that clicking in the lower parts of the screen won't display the menu outside of the screen.
Okay.
When I select a unit, I cannot easily deselect it (unless closing the menu). Clicking another unit should deselct it and select the new one.
Sure.
The way that the cost of units raises with each unit is a bit wonky. I mena, why does it cost alot during one round and not in the next one? I feel like if you want to have this challenge, you should make it that the price permenanlty raises for the duration of the level. This would be a good puzzle element to have.
Since your radius increases via placing a unit, I had to somehow penalise the player for placing lots of units a turn. If there wasnt an exponential rise in costs, you could place all the units the 1st round, right in front of the roaches. I have to restrict the flow. Understand?
Yes, the shotguns are pretty nasty. The melee have no use. The ranger is nice at first but once the map is uncovered (mostly using one or two ranger), shotguns are the only wepon needed
Yeah, the shotgunners own. The ranger's main purpose is to "clear" the room for placement, sort of like a scout. Hmmm... I have an idea regarding the melee+quaker and ranger+electro.
There's not enough feedback on what happens between round. You need to show us what is going on so we can tell which are the good positions when placing the units. Right now, we're not sure why our guys die. Sure there are some bugs near them but we can't know exactly why two guys died when they were only one bug that spawned.
Oh okay. Thanks.
My units should be a lot smarter. Instead of all shooting the same bug, they should each shoot one. Too many times, 12 to 20 shots are made toward only one bug when there are like 10 other bugs in-range. Make it so that they are a bit turned based. One shoots then another shoots.
Ah, now there is a way to solve that issue. I currently have "lagging" problems on older PC's when ending the round, because of everything that happens. Your idea to make it turn-based shooting could rock (in fact it could even be made interactive). I could prototype with that.
Once the level is over, the player has no idea how to retunr to the level selection screen
Yep, my bad. Still working on that!
In the first level, I got only 3 units and on the second I got like 12. You need to have to introduce us to these units over time. Also, I tried them and I still find that the only one useful is the shotgun. You need to make all units useful for something. Try to think of anything the player needs: single enmy destruction, mass destruction, spawing time slow down, heal, protection, teleporting etc... Then make units out of those various needs. This way you'll be sure that eahc units aren't there just to be cool: they fill a game need.
That aint supposed to happen. Did you press "A"? I currently introduce the units each time one comes available.
Confirmation on exiting the game screen and the application! I can't stress that enough! You'd be surprised to see how many times a miss clicks happens
Ok.
What's the use of the profile name? It would be a good thing to put the profile option higher in the menu option list... A bit like this:
New Game
Continue
Edit profile
Tutorial
Exit
Yep, I still need to flesh it out. It is used to save your progress in the campaign .
The main menu artwork doesn't really fit the rest of the game. Why? It would be good to have artwork that matches everywhere...
More is coming.
Well, that's it for now... The game shows good potential but there are still some issues to fix. Don't give up, I think you have something going on...
Talk to you later!
Guert
Thank you thank you thank you for giving such detailed feedback. I really appreciate it!
P.S. I assume you did not get to the point of using enhancements?
Anyway, thanks once again. Ill get to work immediately.