I gotta say, I didn't expect lvl 4 damage to oneshot me when I have +375 HP and -75 damage :-(
I feel like in the end, the insight trick is the only way to beat the game, and it makes me a little sad- I wish other strategies were viable.
Well, the inflow of credits is relatively constant, you could tune it relatively easily, or add sinks. E.g. have repairing consume credits without a "repair all" card, and more limited or niche repair/upgrade cards
After that, to limit frustration, perhaps you could switch turrets over to consuming ammo rather than passively decaying, with some kinda faux system, like... say, each next shot within a wave uses less ammo, so that turrets are unlikely to run out within one wave, and almost guaranteed to run out in a few of shooting at all.
For interactivity, I think it'd be cool if turrets were on turret slots, with the ability to replace individual ones using cards - maybe even add new slots, or give tiles abilities like "pay 1 to switch lane direction", "pay 2 to erect a destructible blockade", that you can add/replace with one-time cards, so you develop your tiles over time(ones that go to stack wouldn't regenerate their turrets, here, I think)
Could also be cool to have a bigger map, since currently horizontal tiles don't have much of an use.
This is nice, but sadly poorly balanced. A lot of the tiles aren't very useful, and the optimal strat is extremely static and ridiculously powerful.
Namely, you want to build a network where hostile packets go through as many turrets as possible, and then use STK.TRASH to get rid of everything except: 1x RSTR.BKP, 2x UPGRD.DEF, 1x STK.TRASH (since you can't get rid of it)
This way, you are guaranteed to be able to restore all turrets from backup every turn, as well as upgrade 4 times per turn on which you do not use RSTR.BKP, or an average of 3 if you do, which with turrets decaying over 3 turns, means you can keep 4-5 tiles upgraded at ALL times - and if they're tiles with 4 turrets on them - nice.
There also seems to be three bugs that I can tell: Lategame(wave 70+), only virus packets spawn, they seem to spawn mostly on the left(unless it spawns more in lanes with more turrets?), and turrets on the rightmost edge of the map do not get repaired by RSTR.BKP.
Ex. typical lategame wave(all in leftmost lane were killed, there is never any in rightmost):
Hey, I ended up being super disorganized and other mental state stuff, so I never worked a whole lot of it, although in the time I did, I did this:
It's kinda horribly messy, but eh :P
I was also thinking of adding a Damage- property, and renaming Damage to Strong/Weak, the current Strong/Weak to Durable/Brittle, keeping Armor/Vulnerable, Reflect, Heal.
Also changing bone generation, so that "Adjacent", "All", etc. qualifiers count as more value, perhaps adding a "left/right side" qualifier, vulnerable/armor applying to the same bone get conflated, and for bones to be more likely to have fewer stronger rather than a ton of weak effects.
Anyway, it never particularly got anywhere, but I wanted to share the thoughts anyway.
So, um... I hate to say this, but I just downloaded and launched the latest build, and... the inventory doesn't render(hovering works, though), your ragdoll doesn't update(even when losing or replacing parts), and the attack list doesn't match - it says Reaching Chop, but it's always grayed out, hovering says it's actually leg sweep(and it in fact is), and all my bones are shown as only e.g. "'s femur" on the ragdoll(correctly when dropped).
Seems as if you have borked a few things ^^`
I have in fact skimmed through the encyclopedia, and read the dialogue. I've completed several quests, but fact remains that games are games because they are built upon gameplay. They can center around a story, sure, but you do need at least barebones mechanics to draw the players in.
If there's no player choice/agency involved, the dialogue and quests really aren't much more than padding. Perhaps if they told a story, but they're really not up to that level.
Also, that 3-4h of gameplay becomes 20m of gameplay if you use a speedhack to skip the walking, since that's what most of the game consists of.
Sorry for kind of being a really critical asshole, btw. But the art is really good, and your setting while perhaps not fascinating, is unusual, and it would be a shame to see nothing come out of your hard work.
Hello, I'm a person who plays tons of games with something of an interest in game design. I recently played this game, and found it really nice, which is why I thought I'd drop by and leave some feedback.
I know it is a very high volume of things, and that I am an extremely critical and nitpicky person, who can often come across negative, so I would just like to note that I like the game, and I think it has good potential. For an early version of an ambitious(open-ended-ish) project, it has great amounts of charm.
I have more thoughts, also, such as about the world, or further thoughts about the first point and resources overall, but I do not want to so to say "cramp your style", because I know that I am a very opinionated person, and tend to overdo imposing my vision on others. However if you would like, I can share more thoughts.
I know that the development of this is over, but still, a few basic thoughts when I was playing it:
* Try to not stack your guys in the exact same spot, like when exiting the armory, etc.
* You need some visceral feedback, like little satisfying sounds or effects "confirming"
that you've damaged/killed an enemy, healed/revived an ally, or issued a move command. You have some for resources, but you're also missing some.
* Watchtowers are kinda useless if they don't extend attack range - you can't even cover full 25% of the main building's side with it,
and you *need* AoE attacks to deal with the big enemy groups, anyway, making watchtowers useless
* The preplaced huts should block placement of new buildings. In general, I think you would keep things more "organic",
if the huts and the central building weren't "special case" objects, but rather stuff that's possible to build or reposition normally
* Relying on AoE attacks and spells instead of individual combat, makes your game feel kinda MMO-ish:
Instead of striving against dangerous creatures, feels like your guys are mainly just wiping mobs
with the occassional miniboss after which they need to heal up.
* You should do some basic formations: Ranged guys stay a bit further behind waypoints, armor ones a bit ahead
* Let your guys eat food from their backpack first, rather than starve.
* I agree that some recurring threats are needed, but I don't think spawning the same enemies in the same spot when you pass through it is the right approach.
What if you instead had some props that serve as potential spawnpoints for enemies?
* I think it's important for things to feel like consequences of other things, rather than something that blatantly happens as a consequence of simple scripts, e.g. resources respawning,
animals eating food in the wild, wandering, idk.
In general I didn't feel like I had a lot of agency in this game, since it was fairly obvious what the best things to do are,
and I didn't really feel like I had the ability to set any
particular goals for myself, or had room to experiment with things.