I played it for 15 minutes before it crashed.
Even somehow managed to kill those 3 first hammer-guys in "Low Security" mode.
The game could really benefit from a tutorial or at least a manual.
It's not very intuitive how characters move through time and in which order they can select their actions.
Also it would be nice if there was a way to select any character at any time, to be able see what is his
current action and how long it would take to complete in a more visual way.
Maybe you could introduce a timeline (like in Othercide, for example) with icons for all character's planned action?
Thank you for trying it out! We did a 3 player marathon before release to try and solve all the crashes, but apparently, we didn't get all instances of it, we will definitely do another round of bug fixing!
Yes, the system is somewhat unique and that means it takes some time to learn. To be able to see the order of things and to see what every character is doing is in the game, just not explained (definitely noted as a problem!). Every character has the stamina and health bar and left of it, you can see it's active command if you have one, and to the right to how long till that command activates. If you hover over the skill, you even get a description, here is an example:
So in this case, the redhead is using an armor cracking strike, and it still takes 10 time units to resolve. You can see this information on all character if you have no command selected, or if you hover over them.
We do have a timeline at the top of the scene, though it only shows the order of the characters, not the actions. It is a good idea to show the command which they are doing there as well though!
Thank you again for giving it a chance!
Some thoughts after I got trashed twice in Low Security -level. (3rd time game crashed soon after I got control of the VIP)
-Unit facing and flanking seems to matter a lot, it's way better to flank with archers than trying to do 30% to hit pot-shots into
melee.
-Speaking about archers, friendly fire seems to be a thing. I'm pretty certain that I lost my wounded shield man because he stepped into way when archer tried to shoot devil.
-Game throws lots of enemy reinforcements even on "easy" mission.
-Characters seem act on initiative order, no player choice there.
-Combat log would be nice.
-Also other tools that make easier to perceive whats going on. For example colour coded lines where each unit is moving or is doing. Symbols for what effects are on units should be better visible, now I wasn't certain if "Armor Crack" -ability did anything or for how long.
-It took stupidly long time for me to realise that I have to double click for doing action, also "Wait"-command took some figuring out that I didn't put my units into permanent coma.
-I would recommend developers to check out Titans of Steel: Warring Suns. That game has somewhat similar turn-system (and obscure UI).
-Felt kind fun.
edit.
4th attempt at easy was success, but it cost all my frontliners.
Thank you for trying it out! As I wrote to the previous comment, I thought I managed to clear all crashes for release, we will definitely do another round of bug fixing about that!
- I checked and friendly fire can happen if the target of the archer dies before he/she shoots, and somebody else walks into that tile. Probably the archer should stop firing before that happens to avoid this!
- Combat log is definitely a good idea, I have written it up.
- There are things helping to see what is going on, but again, I should have tried to explain it somewhere. For movement, you have the blue feet, and for melee attacks there is an arrow on the tile which will be attacked, which shows the directions as well. And for ranged attacks, you get a crosshair on the character which is attacked. What is not explained, that if you hover over any character, the action that character does will get highlighted. So even in a crowded situation, if you hover over a character you will be able to see which marker is his/her.
- I will check out Titans of Steel: Warring Suns!
- About the cracked armor, if an enemy has a debuff, they will have a red arrow left to their stamina, and if they have buff then a green arrow next to their health. If you hover over the arrow you will see the buffs/debuffs, their descriptions, and how long they will still affect the target. Example:
So in conclusion, what is sorely missing from the demo is some basic explanation, I think we will patch in a small tutorial, just a few pictures with explanations of these things. And to make it more stable!
Edit: The tutorial with some explanation is already patched in!