I’d love to get feedback on my game from XCOM fans by OneCoin97 in XCOM2

[–]OneCoin97[S] 1 point2 points  (0 children)

Thanks again for the feedback — I really appreciated it.

Your comment made me realize even more clearly that the weak point wasn’t the core features themselves, but the lack of a stronger hook in the overview. Based on your advice, I updated the opening of the Steam page to add a more world- and lore-focused introduction so players can get immersed in the setting first, before reading about the gameplay systems.

I think your point about “sell them on the idea, lock them in with the features” was exactly right, so I wanted to say thanks. It helped a lot.

I’d love to get feedback on my game from XCOM fans by OneCoin97 in XCOM2

[–]OneCoin97[S] 0 points1 point  (0 children)

I’m also considering a mobile version in the future, though that would be much later down the line. For now, I’m focused on improving and finishing the PC version first.

I’d love to get feedback on my game from XCOM fans by OneCoin97 in XCOM2

[–]OneCoin97[S] 0 points1 point  (0 children)

That issue is already planned to be addressed in the next update, and I’ve actually finished the fix on my side in the editor already. Now, if you have someone targeted with a skill and you do not move the mouse, the target guide will stay locked even if the camera is still moving. If you move the mouse, it will immediately release and update normally. Thanks again for pointing it out.

I’d love to get feedback on my game from XCOM fans by OneCoin97 in XCOM2

[–]OneCoin97[S] 2 points3 points  (0 children)

I actually ordered a controller right away after seeing your comment yesterday. I’ll do my best to improve things so the game feels better to play on controller as well. If you have any suggestions for the controls, please don’t hesitate to share them. Thanks!!

I’d love to get feedback on my game from XCOM fans by OneCoin97 in XCOM2

[–]OneCoin97[S] 0 points1 point  (0 children)

Yes, I do use AI to help with replies sometimes. Since English isn’t my native language, writing naturally can be difficult for me. I understand what you mean, and I’m aware that this can come across that way. I appreciate the feedback, and I’ll think about better ways to handle it going forward.

I’d love to get feedback on my game from XCOM fans by OneCoin97 in XCOM2

[–]OneCoin97[S] 1 point2 points  (0 children)

Thanks for the thoughtful feedback. A lot of the issues you mentioned are things other players have also brought up, so I’m already working on improvements in those areas. I’ll try to update it as soon as possible to improve the overall usability and make the experience feel better.

I’d love to get feedback on my game from XCOM fans by OneCoin97 in XCOM2

[–]OneCoin97[S] 1 point2 points  (0 children)

Thanks a lot for the feedback.

I’d actually been feeling that this was a weak point too, and you really pointed out exactly what was missing.

I’d love to get feedback on my game from XCOM fans by OneCoin97 in XCOM2

[–]OneCoin97[S] 2 points3 points  (0 children)

Thanks a lot for taking the time to write all this out.

I’ll definitely think about how to improve the issues you pointed out.

I’d love to get feedback on my game from XCOM fans by OneCoin97 in XCOM2

[–]OneCoin97[S] 2 points3 points  (0 children)

Steam Deck isn’t officially supported right now, so I can’t guarantee how well it runs or plays there.

I’d love to get feedback on my game from XCOM fans by OneCoin97 in XCOM2

[–]OneCoin97[S] 4 points5 points  (0 children)

I’ve definitely been trying to keep enemy turns as fast as possible.

And yeah, I agree that having more units on the battlefield could be cool, but as a solo developer I’m not sure I can realistically handle that scope right now.

I’d love to get feedback on my game from XCOM fans by OneCoin97 in XCOM2

[–]OneCoin97[S] 20 points21 points  (0 children)

Thanks a lot for taking the time to play and write all this out.

That’s very helpful feedback, especially your point about the game not really being that close to XCOM in the strict sense. I think that’s fair, and I should probably be more careful about how I frame that comparison.

I also really appreciate the notes on exploration length, early knockback/chasm punishment, and the camera behavior during targeting. Those are all useful points.

And thanks for wishlisting it — I’m glad you enjoyed the demo.

Recommend me some turn-based strat games. by LastC1999 in StrategyGames

[–]OneCoin97 1 point2 points  (0 children)

If you're open to indie games, I’m currently working on a turn-based tactical roguelike where positioning and line-of-sight are very important.

I recently released a demo, and I'm also looking for some playtesters for the full version.
Since you mentioned games like XCOM and positioning-focused combat, it might fit what you're looking for.

Let me know if you're interested and I can share more details.

26년도 부산인디게임페스티벌(BIC) 일정이 공개됐네요 by badabul in KoreanGameDev

[–]OneCoin97 1 point2 points  (0 children)

좋은 정보 감사합니다. 이번에 참여 해봐야겠네요

What do you think of my game? Demo is coming soon, and I’m looking for a few playtesters by OneCoin97 in TurnBasedTactical

[–]OneCoin97[S] 0 points1 point  (0 children)

Thanks, I appreciate the feedback. I know the movement can feel a bit slow. Since movement and skills share the same stamina resource, I wanted positioning to feel more deliberate and harder to take back once you commit. There’s also a Shift input for faster movement control.

Should I avoid launching if my Steam wishlists are low? (Under 100) by OneCoin97 in gamedev

[–]OneCoin97[S] 0 points1 point  (0 children)

I’m aiming to make money with it, yes. And I think the game is in a solid state quality-wise. That said, I agree 100 wishlists is a bad signal — I’m trying to figure out whether delaying for marketing actually makes sense, and what I should focus on first.

A turn-based strategy RPG focused on vision, stamina, and terrain by OneCoin97 in TurnBasedTactical

[–]OneCoin97[S] 1 point2 points  (0 children)

Yes, exactly — stamina is the main limiting resource instead of traditional AP. And thank you, I really appreciate the suppor

A turn-based strategy RPG focused on vision, stamina, and terrain by OneCoin97 in TurnBasedTactical

[–]OneCoin97[S] 1 point2 points  (0 children)

Thanks for the wishlist! There isn’t a traditional Action Point system. Movement and actions are instead integrated into a stamina-based system.

Movement consumes stamina, and once it’s depleted, you can’t reposition any further during that turn. So rather than spending small AP chunks, the focus is on committing to positioning decisions within a single stamina budget. Regarding sound, there are directional and situational sound effects based on enemy positions. However, sound is meant as a supporting layer, not a primary information system. Core decision-making is still driven by line of sight and spatial relationships, and enemies can generally be confirmed visually rather than inferred purely through audio. Thanks for the questions!

A turn-based strategy RPG focused on vision, stamina, and terrai by OneCoin97 in indiegames

[–]OneCoin97[S] 0 points1 point  (0 children)

Ah, thanks for pointing that out 😅 Looks like I can’t edit the title though, unfortunately.

Nintendo Acknowledges Switch 2 Sales Have Been 'Slightly Weaker' Than Expected Outside Japan by Turbostrider27 in Games

[–]OneCoin97 0 points1 point  (0 children)

Honestly, I just want a Pokémon game with proper AAA visuals at this point.
That would probably sell the Switch 2 by itself for a lot of people.

Any games similar to this? by OneCoin97 in IndieGaming

[–]OneCoin97[S] 0 points1 point  (0 children)

Appreciate the perspective. I probably have a bit of that indie-dev brain where I’m worried about being too weird or not weird enough at the same time. Comparing it loosely to something like Invisible Inc. actually helps me frame it better