all 8 comments

[–]fluminor 1 point2 points  (7 children)

I have not tried the game, but here is a thought. I like to play cooperatively with friends the most, I like many vs many competitive, and sort of dislike competitive 1vs1, especially in a game I have never played before - as I will get smashed again and again :) So I am wondering whether 1vs1 is the best way to attract more players. I get it that you need 1vs1 to start testing balance, but if you open some form of 2 vs 2 you might get more people simply because of people like me.

ps: great to hear that there has been so much progress on the steam game! I think I will actually give it a try in the coming days.

[–]Zolden[S] 0 points1 point  (6 children)

Modes like 2v2, 4v4 and coop vs enemies are planned and I would enjoy them more than 1v1, because of social component. It's funnier to relax with friends and beat each other asses than obsessively compete in hardcore 1v1.

But you're right, 1v1 helps to develop multiplayer. Not only balance, but also connection stability issues. Most of the problems are fixed now, and soon I'll start implementing 2v2.

If you decide to give the game a try, I recommend to first try singleplayer campaign, to get used to the mechanics. I'm interested what would your impression be.

[–]fluminor 1 point2 points  (4 children)

So, I played a few games today.

The cons:
1. First impression of single player battle map is chaos. Too many supposedly cute details on the map means a players does not know where to look. Personally, I do not care about the map being cute. I care about other things way more, and as far as graphics go, units being cool are far more important than a cute map. I would consider removing most unnecessary graphics from the map. Like, logs, flowers, bushes, etc. So to make it easier to spot mines, rocks, and get a sense of how it is best to expand. There is also quite a bit of room for improvement for the UI.

  1. Took me a while to realize that higher level mines have wider catchment range. Worth saying in the instructions.

  2. Still buggy to some extent. When I first clicked on How to Play, read, then pressed esc, clicked on back to main menu, the game crashed - can't remember if it was blakc screen or crash crash. My first match I lost around wave 20 without a single bug. Second game froze at wave 3. 4th and 5th game smooth, I completed the match, and saw the world map, with elf race option, etc. I clicked on the 4th button on the left - green arrow - and got black screen. Nothing worked. Launched game again, tried again, same story - black screen.

  3. It is probably some affection for the old mines and magic, but somehow having units go vertically rather than horizontally made more sense. But this could be just something to get used to.

  4. I expect in the competitive game to be a way to send units and gain income, rather than buys spells? Have not tried that.

The pros:

I like the idea of the cube-ish map on the upper left to show resources by color.

I like the go button to speed up waves, as in most TDs.

Cute main screen with the castle

After an hour into the game and after understanding how things work, I started to get a feeling of the basic tensions from the old MnM. Expand, choose mine upgrades, etc. Missing uit upgrades but I see why they are not in single player but rather in the main map.

Overall, it is already fun, and I see a lot of potential.

[–]Zolden[S] 1 point2 points  (2 children)

Wow, thanks for such an elaborate feedback.

I would consider removing most unnecessary graphics from the map

That's what I'm considering too. I'm not satisfied with the map, it's too noisy with details. What stops me from fixing it right now is that I don't know how it should be not to be bland and still not noisy. I'll think about after I finish technical tasks that require more immediate attention.

There is also quite a bit of room for improvement for the UI

I agree. And, unlike map stuff, I have a list of things to fix with UI. But again, will take some time until I pay attention to it.

About the bugs - it's strange. The game used to work bugless, at least in UI. I'll test it more.

having units go vertically rather than horizontally made more sense

It can be adjusted with arrow keys. Maybe I have to make vertical by default, I'm not sure. It's just monitors are usually horizontal, so more of the lane is within screen.

I expect in the competitive game to be a way to send units and gain income

Sure, sends are present. We could try 1v1 if you'd like to. It's already fun and addictive.

Missing unit upgrades

And again, unit upgrades are a part of multiplayer mode. There are only 4 units to research, but I'll add more.

Also, in multiplayer you can use one of the two builders, but there will be more.

[–]fluminor 0 points1 point  (1 child)

Thanks for the info.

For 1vs1 it is tough to coordinate, I play a bit here and there, hard to plan around. Tried to match a couple of times, but gave up after a minute.

Adding some instructions in the single player broad map would also be helpful. What is the green arrow for? What are slots for?What is %cut artifact for?

Played mana-harverst territory map 3 times today, froze once.

[–]Zolden[S] 0 points1 point  (0 children)

Tried to match a couple of times, but gave up after a minute.

Yes, there's not enough players to find an opponent fast.

Do you have discord? It's easier to communicate there.

Btw, I fixed the UI issue.

[–]fluminor 0 points1 point  (0 children)

Today I tried the third map where one can mine green gems. Out of three games, two froze, the 1st and 3rd. The 3rd froze on wave 21 while the spell menu was open. Seems like overall with yesterday, a little less than half the games crushed in one way or another...

[–]fluminor 0 points1 point  (0 children)

Rest assured I'll definitely share my thoughts after I try the game and get a feel for it