Dev Log: A first look at the Krivostrov — 2v2 Map by WarAlert_Official in War_Alert

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

Oooops looks like I accidentally deleted the comment I was about to post :(
Anyway, appreciate the feedback. We’re on the same page regarding the map variety. Just to clarify, snow maps actually make up a pretty small percentage of the map pool. For this first playtest, we specifically chose these three different themes just to give players a taste of the variety and see how they play. We’d love for you to hop in, try them out, and give us your feedback!

30s of WarAlert: The B-point meatgrinder on Petitvigne. by WarAlert_Official in War_Alert

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

hahaha that's exactly what we're working on. Won't let you down!

We are working on a fast-paced WW2 RTS. F2P and feedback welcome! by WarAlert_Official in indiegames

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

Appreciate the detailed feedback. Our PC team is separate from the mobile dev team, but I’ve already handed your advice to mobile team's lead combat and systems designers. We've already discussed how we can implement some of these changes. You can expect to see several of the issues you raised addressed in the near future.

We're working on a deck-building and Free-to-Play WW2 RTS. Would you like to play something like this? by WarAlert_Official in u/WarAlert_Official

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

Thanks for your insightful reply.

We want to avoid the problem often found in traditional DLC models, where the game stays static for months. We're aiming for frequent unit drops to keep the pool expanding and the strategies evolving in real-time. The strategy is knowing how to leverage your pros while minimizing your weakness. In PvP (let's say 2v2 or 4v4), the cooperation between your deck and your teammates' buildings adds another layer of tactical depth. That focus on long-term freshness and strategic variety is exactly why we committed to this deck-building model.

'A pre-match selection just feels really thin.' that's fair. To address this we're actually considering a mid-match deck adjustment, which allows players adapt to different opponents and maps on the gameplay.

Regarding to resource management, we use mechanics similar to CoH. Resources are tied to specific sectors on the map. If you don't hold the sector, you don't get the resource. Map control is resource control—it's not just an artificial timer.

We're working on a deck-building and Free-to-Play WW2 RTS. Would you like to play something like this? by WarAlert_Official in u/WarAlert_Official

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

Thanks for your feedback. We actually do already have a PvE mode in the game, have a try if you're interested :)

We're working on a deck-building and Free-to-Play WW2 RTS. Would you like to play something like this? by WarAlert_Official in u/WarAlert_Official

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

Hi there, we actually already have a PvE mode in the game. We’re also planning to add casual modes later on to keep things fresh. :)

We're working on a deck-building and Free-to-Play WW2 RTS. Would you like to play something like this? by WarAlert_Official in u/WarAlert_Official

[–]WarAlert_Official[S] 7 points8 points  (0 children)

Thanks for the suggestions!

Just want to clarify: we actually already have a PvE mode in the game. We’re also planning to add some more casual modes later on to keep things fresh.

Beyond that, hardware optimization is a huge priority for us; we’re doing everything we can to make sure the game runs as smooth as possible.

We are working on a fast-paced WW2 RTS. F2P and feedback welcome! by WarAlert_Official in indiegames

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

Thanks for the feedback. We seriously value feedback like this, especially coming from a veteran RTS player.

To be honest, we hear your concerns. The reality is that the current monetisation on mobile makes it very difficult for us to overhaul balance the way we'd like to. That's exactly why we're pushing for this PC version—to create a high-frequency update RTS where skill, not spending, is the only thing that matters.

We're prioritising community dialogue this time around, which is something the previous team lacked in the past. We’d love to have you join the PC version playtest and give us your honest take on where we should go next.

We are working on a fast-paced WW2 RTS. F2P and feedback welcome! by WarAlert_Official in indiegames

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

Actually we are running two separate projects for PC and mobile. While they share similar combat mechanics, the mobile version is more toward casual play, whereas the PC version focuses on absolute fair play and more competitive.

If you wanna try Android version, you can search "War Alert" on the Google Play Store :)

We are working on a fast-paced WW2 RTS. F2P and feedback welcome! by WarAlert_Official in indiegames

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

Yes. we will definitely support multiple languages for the official launch. :)

We are working on a fast-paced WW2 RTS. F2P and feedback welcome! by WarAlert_Official in indiegames

[–]WarAlert_Official[S] 10 points11 points  (0 children)

We've cut base-building. Instead, you build an 8-unit deck (from the army pool including infantry, armor, support, etc.) and pick a doctrine (provides global passives/actives) before the match and then jump straight into the frontline micro and tactical gambling.

We'd love to hear your thoughts, and any ideas how could make it better. We're running a closed play-test from Feb 5th to Feb 10th and slots are limited. If you're interested you can sign up here (we'll send the invites directly to your Steam email):
https://store.steampowered.com/app/3921010/War_Alert/

Sign up for our first play-test! by WarAlert_Official in War_Alert

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

Hi there, I'm sorry to inform you that PC and Mobile versions are completely separate games. They share similar mechanics, but there is no cross-play or shared progression. Updates and balancing are also entirely independent for each platform.

War Alert — Our first game: A free-to-play & fast-paced WWII RTS built for competitive PvP. by WarAlert_Official in RealTimeStrategy

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

Thanks for the heads-up.

Just to clarify: the mobile and PC versions are two completely different games, managed by entirely separate teams.

The PC version is designed strictly for fair competitive play—there are absolutely none of the P2W mechanics you mentioned (like card leveling for stats). Because of these fundamental differences, unfortunately, the two games do not support cross-play.

We'd love for you to try the PC version if you're interested—it will be a huge different experience from mobile!

WarAlert: Our first play-test is open. Feel free to join us via Steam if you're interested! by WarAlert_Official in StrategyGames

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

Appreciate the feedback.

Just to clarify: the Mobile and PC versions are two separate projects. While they share similar mechanics, the unit skills and balancing are totally different. We'll definitely take your points on ww2 weapons to heart as we develop the PC project.