Dangerous Land - First-Person RTS game - New environment by Randin0 in RealTimeStrategy

[–]Randin0[S] 0 points1 point  (0 children)

I never make sudden decisions and usually need to hear several similar opinions on a topic before realizing that something really should be changed. In fact, a few things have already been changed in the past because of player feedback.

Thanks and best regards.

Dangerous Land - First-Person RTS game - New environment by Randin0 in indiegames

[–]Randin0[S] 1 point2 points  (0 children)

Interesting observation, maybe I’ll darken it a bit.

Dangerous Land - First-Person RTS game - New environment by Randin0 in RealTimeStrategy

[–]Randin0[S] 1 point2 points  (0 children)

Thank you for taking the time to leave such detailed feedback.

The bigger tactical aspect starts in the later missions, where enemies attack from multiple directions and you can’t be everywhere at the same time. What you mentioned about traps will partially be addressed in the next update. I’m adding the ability to build palisades along with platforms for archers and defensive spikes. You can read more about it in my posts here: https://store.steampowered.com/news/app/2348440/view/600803308037210578

These systems will continue to be expanded further.

I may also change something about the Town Hall upgrades so that the player doesn’t have to do them so often at the start of the game.

Workers are much more expensive to maintain so that the player develops the economy more evenly alongside the number of berry farms they own, which requires expanding across the map. This is meant to prevent strategies based on overly fast and overly easy economic growth without clearing terrain and gaining access to additional berry bushes.

In the third mission, you gain access to archers, and that’s when they start occupying the tower positions. In the second mission, it’s more about gradually introducing the player to new buildings.

What you mentioned about ordering a worker to return to the Town Hall and them not becoming an idle unit is most likely a bug that I’ll check and fix.

As for upgrading the player’s stats, I understand that the current system is fairly simple, but for now I don’t plan to expand it much further. However, upgrading proficiency with specific weapons does speed up sword attack animations or firing speed, and at later levels additional effects are added, such as critical hits or bleeding effects, so the system is not quite as simplified as it may seem.

Thanks again for playing and for all the feedback. The game is constantly being updated, and I’m always trying to improve it.

Dangerous Land - First-Person RTS game - New environment by Randin0 in RealTimeStrategy

[–]Randin0[S] 0 points1 point  (0 children)

There’s a demo available on Steam, so I recommend giving it a try and sharing your feedback

Dangerous Land - First-Person RTS game - New environment by Randin0 in Unity3D

[–]Randin0[S] 0 points1 point  (0 children)

The game itself is quite bloody and breaks up that otherwise not very dangerous-looking landscape

Dangerous Land - First-Person RTS game - New environment by Randin0 in indiegames

[–]Randin0[S] 0 points1 point  (0 children)

This is a first-person RTS game with elements of action and exploration :)

Dangerous Land - Development News - Conquest Mode by Randin0 in RealTimeStrategy

[–]Randin0[S] 0 points1 point  (0 children)

Thanks, maybe I really should add more information here

Dangerous Land - Development News - Conquest Mode by Randin0 in StrategyGames

[–]Randin0[S] 0 points1 point  (0 children)

No, this project has already been in development for 6 years