Excellent.
That's exactly the kind of feedback I'm looking for Lib. Thanks very much.
Regards the control scheme. Point taken. I think the best bet is to give as many control customisation options as possible here (without breaking game balancing) - perhaps use some preset control 'profiles' (e.g. 'Pure FPS', 'Free Turret', 'Locked Turret' etc..), but let the player customise any/all elements within those profiles to suit.
'The energy distribution was a nice concept, I think it needs a bit more work, but I like the idea.'
Yeah, it is just toggle on/off at present. It's an attempt to add a small layer of strategy but it could/should be developed further.
'The amount of time the carriers took to pick you up was insane'
Hmm. At present it's a 'procedural' thing in that they wait 'off level' and then fly to the player, so you could say they 'don't cheat' in that the player is treated like all the other tanks. But I'll look at tightening this up.
Style was pretty cool, a lot of it felt like it was just 'lazy style', but the trees and stuff really felt like it fitted.
I hope players find it relatively attractive. I'm a team of one so I'm limited in what I can do.
The old man in the intro screen.'
What!? You don't like George?! Then you're going to hate one of the levels in the finished game. It's the level where you make him a cup of tea (I'm not joking).
'The speed the tank moved at, it was almost a crawl when you don't have energy allocated to it, and even when you did, it was not agile enough to doge attacks' -
Hmm - this is a balancing issue. One of the things I wanted in battles is that firstly the player should have some caution about burling recklessly in to close quarters against enemy tanks. I know in most other tank games it's all about just getting up close and blasting- basically hoping for a good result. In TU I would want the player to consider keeping his distance and bombarding from a distance (using gun charging for example) as a valid option. After all, you're not an uber-tank and the player is not overpowered. If you're going in to battle you're going to take splash damage. Take too much then you may have to expend a turbo boost or health recharge, or just get out of Dodge, find a quiet spot and set shields to max recharge. Whatever you do, don't stay still when in range. Having said that, I usually play with engines on max.
'I died really quick, when I was in the sights of the turret, there was just no way to escape, and I died almost instantly.'
I probably need to expand the tutorial to explain about fixed turrets. The idea with them is that they do have long range and are very deadly - they're a cue for the player to use distant bombardment and gun charge. Need to emphasise this further I think. Might also look at reducing the gun shake when at max charge.
Thinking on the above - perhaps a definite bombardment mode' is needed. Say a powerup where the player's tank puts down supports, extends the gun barrel and is then in 'artillery mode' and can take down fixed turrets with ease...
'The ability to aim higher would be nice, the turrets were too high for me to hit from the ground plane.'
Will do that - thanks for the heads up ;-)
That's exactly the kind of feedback I'm looking for Lib. Thanks very much.
Regards the control scheme. Point taken. I think the best bet is to give as many control customisation options as possible here (without breaking game balancing) - perhaps use some preset control 'profiles' (e.g. 'Pure FPS', 'Free Turret', 'Locked Turret' etc..), but let the player customise any/all elements within those profiles to suit.
'The energy distribution was a nice concept, I think it needs a bit more work, but I like the idea.'
Yeah, it is just toggle on/off at present. It's an attempt to add a small layer of strategy but it could/should be developed further.
'The amount of time the carriers took to pick you up was insane'
Hmm. At present it's a 'procedural' thing in that they wait 'off level' and then fly to the player, so you could say they 'don't cheat' in that the player is treated like all the other tanks. But I'll look at tightening this up.
Style was pretty cool, a lot of it felt like it was just 'lazy style', but the trees and stuff really felt like it fitted.
I hope players find it relatively attractive. I'm a team of one so I'm limited in what I can do.
The old man in the intro screen.'
What!? You don't like George?! Then you're going to hate one of the levels in the finished game. It's the level where you make him a cup of tea (I'm not joking).
'The speed the tank moved at, it was almost a crawl when you don't have energy allocated to it, and even when you did, it was not agile enough to doge attacks' -
Hmm - this is a balancing issue. One of the things I wanted in battles is that firstly the player should have some caution about burling recklessly in to close quarters against enemy tanks. I know in most other tank games it's all about just getting up close and blasting- basically hoping for a good result. In TU I would want the player to consider keeping his distance and bombarding from a distance (using gun charging for example) as a valid option. After all, you're not an uber-tank and the player is not overpowered. If you're going in to battle you're going to take splash damage. Take too much then you may have to expend a turbo boost or health recharge, or just get out of Dodge, find a quiet spot and set shields to max recharge. Whatever you do, don't stay still when in range. Having said that, I usually play with engines on max.
'I died really quick, when I was in the sights of the turret, there was just no way to escape, and I died almost instantly.'
I probably need to expand the tutorial to explain about fixed turrets. The idea with them is that they do have long range and are very deadly - they're a cue for the player to use distant bombardment and gun charge. Need to emphasise this further I think. Might also look at reducing the gun shake when at max charge.
Thinking on the above - perhaps a definite bombardment mode' is needed. Say a powerup where the player's tank puts down supports, extends the gun barrel and is then in 'artillery mode' and can take down fixed turrets with ease...
'The ability to aim higher would be nice, the turrets were too high for me to hit from the ground plane.'
Will do that - thanks for the heads up ;-)