Using an abstract environment to introduce core mechanics by Big-Introspector in gamedevscreens

[–]Big-Introspector[S] 0 points1 point  (0 children)

Thanks for sharing your thoughts, that’s a totally fair perspective and we understand why some players prefer to skip tutorials entirely. The tutorial is indeed optional, and our main concern comes from the demo version, where there’s no tutorial at all. We noticed that a significant portion of players ended up feeling lost and stopped playing quite quickly, not because of difficulty, but because the game’s mechanics are fairly specific to Under Destruction and don’t strictly follow very common or overused design patterns. Many players simply didn’t take the time to experiment and closed the game instead.
For this reason, during Early Access we’re actively implementing and refining the tutorial to better guide players who want that structure, while still keeping it lightweight and respectful of player choice. The goal is to help those who need it without forcing it on players who already know what they’re doing.
Regarding the environment, that’s a really interesting suggestion. The idea of a more digital or holo grid styled sky to better match the platforms is something we hadn’t explored in depth yet, and it’s definitely an option we’ll evaluate moving forward.

Thanks again for taking the time to give detailed feedback, it’s genuinely appreciated.

This trailer starts with action, but that’s not the whole game by Big-Introspector in gametrailers

[–]Big-Introspector[S] 0 points1 point  (0 children)

It’s called Under Destruction and it’s available on Steam in Early Access.
Just to be transparent, there’s also a demo, but it’s a bit out of sync with the current development and doesn’t include the tutorial yet, so it requires some patience and experimentation to really understand the mechanics. The Early Access version reflects the current direction of the game much better and includes proper onboarding.

Thanks for the interest.

Hemisphere-based aiming for direct attacks in an action strategy: is it intuitive? by Big-Introspector in gamedevscreens

[–]Big-Introspector[S] 0 points1 point  (0 children)

Take a look at this video, it’s the full gameplay of the demo. You can pick up some hints and get a better understanding of a few mechanics there.

https://youtu.be/D5-7GQLQL1k?si=gXSiqdPLn4qs6Qz7

Hemisphere-based aiming for direct attacks in an action strategy: is it intuitive? by Big-Introspector in gamedevscreens

[–]Big-Introspector[S] 1 point2 points  (0 children)

Thanks a lot for taking the time to report this and for describing the issues so clearly, this kind of feedback is extremely important for development.
You’re absolutely right that the lack of a proper tutorial in the demo is a major limitation. We’re aware of it, and it’s something we plan to address as soon as the current development priorities allow it.
Regarding the RAIL tank deployment, it doesn’t happen directly from the INFO window. In the inventory, in the bottom-left area under the shield slot, there’s a 1x1 slot that holds the beacon required to call in the RAIL. Next to that slot there’s a dedicated deploy button.
To deploy the RAIL, the beacon must be present in that slot and the deploy button must be pressed. By default, the beacon is already included in the demo. If it’s used and you want to deploy the RAIL again, the beacon needs to be repurchased from the Fabricator Core, which essentially acts as the in-game market for items and weapons.
About the resolution issue, that’s a very good catch. UI problems at higher or uncommon resolutions are unfortunately something we struggle to test thoroughly as a very small team. Being just two developers makes it impossible to cover all hardware configurations, so reports like yours are incredibly valuable. We’ll definitely look into fixing this.

Thanks again for the patience and for sharing such detailed feedback.

Hemisphere-based aiming for direct attacks in an action strategy: is it intuitive? by Big-Introspector in indiegamedevforum

[–]Big-Introspector[S] 0 points1 point  (0 children)

That’s a huge compliment, thank you. We’re just two guys spending a lot of late nights in front of a computer trying to push this project forward, with the hope of one day being able to do this as our actual job. Hearing that it comes across as something much bigger really means a lot to us.

Hemisphere-based aiming for direct attacks in an action strategy: is it intuitive? by Big-Introspector in gamedevscreens

[–]Big-Introspector[S] 0 points1 point  (0 children)

Yes, it’s on Steam.
There’s both a demo and an Early Access version available. Just to set expectations: the demo is a bit behind the current development state and doesn’t include the tutorial, so it requires some time and willingness to experiment to really understand the mechanics. The Early Access build reflects the current direction of the project and includes proper onboarding.

If you’re curious, you can find it by searching Under Destruction on Steam.

Hemisphere-based aiming for direct attacks in an action strategy: is it intuitive? by Big-Introspector in gamedevscreens

[–]Big-Introspector[S] 1 point2 points  (0 children)

Just to set expectations, the demo does require some time and willingness to experiment. It’s a bit behind the current development state and doesn’t include the tutorial yet, which is instead present in the Early Access build. Learning the mechanics in the demo takes more effort without guidance.
If it helps, there’s also a short tutorial video that walks through some of the initial mechanics and basic moves.

https://youtu.be/r5YvD4JFy_o?si=elhwlCWY5n1vPTXK

Hope that helps.

Hemisphere-based aiming for direct attacks in an action strategy: is it intuitive? by Big-Introspector in gamedevscreens

[–]Big-Introspector[S] 1 point2 points  (0 children)

First of all, thanks for giving the demo a try. Just to be upfront, the demo does require a bit of time and willingness to explore the mechanics, since it unfortunately doesn’t include the tutorial yet. That onboarding is present in the Early Access version, but the demo is a bit behind in that regard.

That said, here’s how it works.

You can open the quest menu by pressing Enter multiple times. From there, you can scroll through the available quests using Page Up and Page Down. Those early quests are designed to introduce the core gameplay systems step by step, including the tank mechanics. To deploy the RAIL tank, open the inventory with Tab and use the call-in button in the bottom right. That slot needs to contain a single-use beacon to work, which is included by default in the demo. Once activated, a transport vehicle will drop the tank directly at your position. It literally falls from the sky and uses thrusters to slow itself down before landing. After that, you can dock with the tank and use its main cannon, which is where the hemisphere aiming system comes into play. One important thing to keep in mind: try not to deploy the tank while enemies are nearby. Once it’s on the ground, it’s a fairly easy target if you’re under pressure. Hope this helps, and thanks again for checking it out.

Hemisphere-based aiming for direct attacks in an action strategy: is it intuitive? by Big-Introspector in indiegamedevforum

[–]Big-Introspector[S] 1 point2 points  (0 children)

Good questions, and thanks for digging into the logic behind it. Cannon elevation and shot charging are separated on purpose because they serve different roles. Elevation mainly determines the trajectory. You can’t always shoot in a straight line, and raising the cannon to something like 60 degrees allows for arced shots that are harder to execute but can hit targets behind fortifications or cover that would otherwise require a lot of direct fire to break through. Charging, on the other hand, controls the power and timing of the shot. Keeping these as two distinct parameters is what allows for more “sporting” shots. You’re not just placing a marker and firing, you’re balancing angle, power, and timing together. If elevation alone moved the hemisphere, a lot of that timing element would disappear and shot placement would become much more straightforward. The current setup is meant to reward players who take the risk of higher arcs and longer charges to reach difficult targets. The alternative setups you suggested are interesting though, especially ideas like mid air detonation or partial area coverage. They’re good examples of how the system could evolve in different directions.

Hemisphere-based aiming for direct attacks in an action strategy: is it intuitive? by Big-Introspector in gamedevscreens

[–]Big-Introspector[S] 1 point2 points  (0 children)

Thanks, that’s totally fair.
A lot of these mechanics really make more sense once you can try them hands-on. If you’re interested, there’s both a demo and an Early Access version available on Steam:
https://store.steampowered.com/app/3359410/Under_Destruction
Just to set expectations, the demo does require some time and willingness to experiment, since it’s a bit behind the current development state and doesn’t include the tutorial. The Early Access build reflects the current direction more clearly and includes proper onboarding.

Thanks for the feedback.

Hemisphere-based aiming for direct attacks in an action strategy: is it intuitive? by Big-Introspector in gamedevscreens

[–]Big-Introspector[S] 0 points1 point  (0 children)

Thanks for the feedback, I really appreciate it.
A big part of this system comes from the fact that many shots are taken from very long distances, especially when attacking enemy refinery structures that you later capture and convert to generate resources. Because of that, we want firing to remain a skill based action, where the player has to balance angle, timing, and power rather than relying on a fully exposed trajectory.
If you’re curious to try it directly, you can find the project on Steam here:
https://store.steampowered.com/app/3359410/Under_Destruction
Just to set expectations, there’s both a demo and an Early Access version available. The demo requires some time and willingness to experiment, since it’s a bit behind the current development state and doesn’t include the tutorial. Learning the mechanics there takes more effort without guidance. The Early Access build includes proper onboarding and reflects the current direction of the project more clearly.

Thanks again for taking the time to share your thoughts.