I hope you implement a penalty for electricity deficency in the next update - since this is tib dawn inspired , i thought the turrets would turn off against bionexus in m3 after i destroyed their power from behind , but nothing happened. Still beat the mission , but still.
Good point! I will certainly do that. Right now power only disables radar, slows down production and decreases resource flow rate. Having turrets turn-off absolutely should happen too.
Ah I didn't know a penalty was already implemented, cause the only time i got no electricity was early on in the maps. And i didn't notice it affecting the enemy cause i made them empty their starting lake and denied their expansions, so at the end they had no funds.
On abother note i briefly noticed red had more hp on their infrantry , so isee you have made some faction duffrences already. Looking forward to playing as the other sides as well.
Damn, this is good ! Came here from the Jayborino video before I saw any gameplay and this game is awesome.
I love the ressource collection system with pipes being a cheap way to not build more refineries but being more vulnerable. Also the AI actually relying on ressources is awesome. I hope we get levels where we can completely exploit that (like a level with both enemy refineries and collectors being heavily defended but the pipes being an open target. I'm just fantasising mission designs at this point, that's how good this demo is)
For a command and conquer like, the units feel quite responsive. The vulture feels completely op but in a good way (like the rocket launcher of the enemy. you really feel like you have powerful units which is really good)
I really like the amount of ressources in these missions, it always feels good to expand, but you never feel ressource starved (which I feel is really good balance)
The third level (the one against the "eco-terrorists") feels like a huge step-up in difficulty. For the demo, I feel like that's fine (so that people can face a challenge despite the current lack of missions) but I feel like this mission could do with a nerf down the line (maybe have the player start with a turret or two in construction vehicles, that way they have a safer early game and they can test the new turret right away)
Couple of issues I have :
The Construction Yard is way too easy to accidentally block off with your own buildings so that Construction vehicles can't come out. Maybe having the construction vehicles be able to pass over your own buildings, or making them smaller. Also, Construction vehicles seem to only come out of the lower-right of the Construction Yard, no matter where the rally point is, which makes it even easier to block it accidentally.
The messages on the map between missions feel a bit slow to appear (like I always wondered whether the briefing had ended or not). Maybe a little "end of briefing" message could be useful also.
Still, absolutely stellar demo. Will definitely follow for more content !
Hey! Thanks for detailed feedback! Yeah, breaking flow of resources by destroying pipes certainly should be included in mission design although my idea was that enemies will do that to the player, not vice-versa :)
Difficulty of 3rd mission has been ramped-up for the demo purposes, exactly as you said. It will be easier in next releases. I want to have difficulty setting but it adds a lot of work and it's hard to justify spending lot of time for content that half of the players won't ever see.
I'll look into units coming out from the buildings. Having them appear aligned with rally point is a very good idea, thanks!
I already did speed up the messages in the strategic view plus added some sound effects here and there so I hope you will like it more in the next update.
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I hope you implement a penalty for electricity deficency in the next update - since this is tib dawn inspired , i thought the turrets would turn off against bionexus in m3 after i destroyed their power from behind , but nothing happened. Still beat the mission , but still.
Good point! I will certainly do that. Right now power only disables radar, slows down production and decreases resource flow rate. Having turrets turn-off absolutely should happen too.
Ah I didn't know a penalty was already implemented, cause the only time i got no electricity was early on in the maps. And i didn't notice it affecting the enemy cause i made them empty their starting lake and denied their expansions, so at the end they had no funds.
On abother note i briefly noticed red had more hp on their infrantry , so isee you have made some faction duffrences already. Looking forward to playing as the other sides as well.
Damn, this is good ! Came here from the Jayborino video before I saw any gameplay and this game is awesome.
I love the ressource collection system with pipes being a cheap way to not build more refineries but being more vulnerable. Also the AI actually relying on ressources is awesome. I hope we get levels where we can completely exploit that (like a level with both enemy refineries and collectors being heavily defended but the pipes being an open target. I'm just fantasising mission designs at this point, that's how good this demo is)
For a command and conquer like, the units feel quite responsive. The vulture feels completely op but in a good way (like the rocket launcher of the enemy. you really feel like you have powerful units which is really good)
I really like the amount of ressources in these missions, it always feels good to expand, but you never feel ressource starved (which I feel is really good balance)
The third level (the one against the "eco-terrorists") feels like a huge step-up in difficulty. For the demo, I feel like that's fine (so that people can face a challenge despite the current lack of missions) but I feel like this mission could do with a nerf down the line (maybe have the player start with a turret or two in construction vehicles, that way they have a safer early game and they can test the new turret right away)
Couple of issues I have :
The Construction Yard is way too easy to accidentally block off with your own buildings so that Construction vehicles can't come out. Maybe having the construction vehicles be able to pass over your own buildings, or making them smaller. Also, Construction vehicles seem to only come out of the lower-right of the Construction Yard, no matter where the rally point is, which makes it even easier to block it accidentally.
The messages on the map between missions feel a bit slow to appear (like I always wondered whether the briefing had ended or not). Maybe a little "end of briefing" message could be useful also.
Still, absolutely stellar demo. Will definitely follow for more content !
Hey! Thanks for detailed feedback!
Yeah, breaking flow of resources by destroying pipes certainly should be included in mission design although my idea was that enemies will do that to the player, not vice-versa :)
Difficulty of 3rd mission has been ramped-up for the demo purposes, exactly as you said. It will be easier in next releases. I want to have difficulty setting but it adds a lot of work and it's hard to justify spending lot of time for content that half of the players won't ever see.
I'll look into units coming out from the buildings. Having them appear aligned with rally point is a very good idea, thanks!
I already did speed up the messages in the strategic view plus added some sound effects here and there so I hope you will like it more in the next update.
too hard
Alright, thanks for feedback!
I'll try to adjust it a bit in later releases.
stuck on mission 3
Hi Oznat!
What do you mean? Is it too hard or did you ran into some sort of a bug?