The tutorial is immensely hard for a new player. I had no idea my abilities cost 0 to play and as such I did not heal for many turns. A tutorial should not be frustrating.
Far too hard to hit, and "zooming in" really just scrolls my screen up, messing up my whole view of the area. Seems promising, but I'm getting too frustrated trying to hit my targets while also constantly having to scroll down.
I'm going to need to spoil a bit to report a bug. But when you already earned a certain achievement that will "change" the game, and you refresh, the game changes back and it can no longer be done.
I could open the game just fine this morning. Right now I cannot continue whenever I click "enter" on the supposed main menu. Was there an update which made this impossible?
I like the game, but I think the view is too short. For the speedy boats or those further on you basically shoot blindly in the hope they don't escape. Give us a bigger view and it's just perfect.
The tutorial is awfully bugged. The tutorial-giver keeps going back to older texts asking me to build or open something, but naturally that's no longer possible, so the screen gets stuck.
..and asking him if he has a brother prompts him to reply "I'm not sure, I only know Cemal has the medicine". Note that it's Cemal himself we're interrogating here.
The answers are generated automated based on the concepts such as presons, items and their relations. We will improve the interrogation system in the future.
You can finish a level "imperfectly" by having less silver and experience than the maximum, and never be able to try it again or gain these resources in another way. This makes each step harder if you don't do it perfectly. There's, as far as I'm concerned, not a single way to reset your upgrades (aside from, of course, resetting the campaign), so if you chose something badly you're stuck with that until the end. I don't fully understand how this works out. It's kind of a likable game, but being unable to progress if you run out of clicks every time feels kind of sad.
yep. on the other hand, the campaign is short (8 levels), and I really wanted to make a game where the player's choice actually has some weight. hence, you get to choose when to take on the daimyo, and the choice actually matters.
To counter the "small bonuses" you get for completing challenges, make more challenges. Why is there only one challenge per level? There would be nothing wrong about having more challenges that require you to do something during slowmotion, or about keeping your health at a certain level, or killing a certain amount of enemies with a certain amount of weapons (there's much more I can think of). Completing an individual bonus will give a small perk, but completing more adds up. And that was the fun thing I had in this game, which was lost in the latter. Making more "sidequests" also allows those who think they're badass to go through the main route without doing any of them while allowing the completionists to get nifty rewards. I liked the effects on passive gadgets and armours due to the fact you earn them in ways different from perks. With equipment you have to choose which bonuses to get (you could eventually get all gadgets, but that requires a high level).
I am going to be honest and say the Final Deathwish was much better (not in all areas, though). I liked getting additional perks for completing challenges and I believe there were more perks in general. The game was also less linear, as you could complete certain levels that were off the track. There were actual gadgets with passive abilities and you could wear more of them. There were more types of armour with actual additions. All in all, if you're going to make a similar game, I'd suggest taking some advice from your former game. I like being able to level your weapons to 10 after completing the campaign once, and I like the several new additions of perks and weapons, though.
There were more perks in TFDW many of them were also duplicates. The perks you got from challenges were so minor that they were neglectable. The current challenge reward is there to build tension (what is the secret weapon?!). I can understand that you miss the multiple paths but I thought it was somewhat gimmicky and didn't really anything substantial. Finally, regarding the gadgets: Passive bonuses are already provided though perks, it's silly to have 2 separate systems that does the same thing. Which is also why armor only protects against damage.