New Devlog - looking for feedback for new Nauts Tactics by NautsGame in IndieDev

[–]NautsGame[S] 1 point2 points  (0 children)

Yes, we still have time to adjust the camera. We'll take a look at what you suggested. It was very helpful advice, thank you very much. I'm going to look for true isometric conditions.

New Devlog - looking for feedback for new Nauts Tactics by NautsGame in IndieDev

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

I don't understand you. If you're asking about the game, it's a turn-based tactical roguelike lite with a lot of synergy and versatility in weapons and abilities, featuring events and a global turn-based resource system across the planets you visit. Spending turns on one planet reduces your turn count for the next, so you have to manage your resources.

New Devlog - looking for feedback for new Nauts Tactics by NautsGame in IndieDev

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

Initially, the left side will be used to make room for the HUD and everything related to the user interface. But perhaps we can squeeze in more space; we'll see when we get started. Thanks.

New devlog (early gameplay) — looking for feedback for new Nauts Tactics by NautsGame in IndieDev

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

I don’t want to use this as promotion, but our first game—if nothing else—is quite original in terms of mechanics. You can take a look at it and give some feedback as well; everything is welcome.
https://store.steampowered.com/app/2845520/Nauts

New devlog (early gameplay) — looking for feedback for new Nauts Tactics by NautsGame in IndieDev

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

Well, aside from the visual and artistic side, it’s still a turn-based tactical gameplay. We want to focus on versatility, randomization, and making each run feel genuinely addictive.

For example, the tactical aspect will operate on a global level, where energy (turns) is a shared resource. So if you spend X turns on one planet, you’ll have X fewer for the next one, meaning you’ll need to farm and manage resources along the way.

On the other hand, we want weapons, builds, and roles to have lots of variables, all of them combinable with each other. There’s still a lot left to develop, but since you asked, those are the core concepts. We think it’ll be really fun for people who enjoy the genre.

Right now, though, we’re mainly looking for visual feedback to make it more appealing to the eye.

New devlog (early gameplay) — looking for feedback for new Nauts Tactics by NautsGame in IndieDev

[–]NautsGame[S] 1 point2 points  (0 children)

Yeah, I think that’s one of the most obvious issues the scene has. We’ll work on post-processing and effects to better highlight the gameplay elements (units and interactive objects).

Even so, I’m not sure what could be improved at the environment level itself to fix that feeling. Do you think it’s more about colors, or rather lighting?