In addition, I think the Command system needs to have a separation of the condition and the target... Charge is another skill that is not viable in the current system because of the complexity of conditions needs to deploy it. For me to use it, the conditions would have to be that a enemy is alive (to properly tell it to use it on an enemy), that I currently do not have the buff, and that I have more than X% of mana since I need to have buffer room for other skills that use mana. This would be viable if the target of a effect wasn't tied to the condition, but it is so the skill is not viable for me.
I enjoy it. Personally a big fan of the Commands system. It's nice being able to set conditions on behavior. The skills and the usage of mana has some draw backs that need better balancing. The previous system made certain skills far more viable since they weren't tied to a finite resource to deploy. Now that you need to allocate a turn to use them and spend mana to do so, some of the skills I see directly transferred from the first game become bottom tier picks. For example, on Paladin I cannot see myself ever using Smite because I need that mana for healing and buffing skills. Shields also have become far less viable since they require a turn to actually apply. That turn can be better spent using healing to sustain or damage skills to bring about the win condition faster. Just some of my initial thoughts to consider.
Case and point for zeav's comment... I didn't realize you needed to click on the images to start up the process. I spent the first couple minutes awkwardly running through all the menus before figuring it out.
Nice work on the car models. The track design and physics of the car are fairly bad though. It's hard to describe, but it feels like the pivot point for a turn if off. Maybe it needs tweeking to make a turn drift more when turning fast? Slide out the back more or make the camera slide out more left/right when fast turning? The gravity is also awful feeling, there's no acceleration when falling. This makes it very "floaty" when in the air. Finally, the tracks are too narrow. There needs to be more room for adjusting since turning doesn't seem to gradually build up to it's maximum turn angle, it just pulls into the angle really suddenly. This makes little adjustments to stay on the narrow track rather difficult.
A lot of them seemed more like an aesthetically pleasing series of actions rather an actual puzzle, but that's fine. The collision can be wonky at times though, with balls ending up overlapping in the same space. May want to double check the collision logic for that.
Cute game so far. Needs some improvements though, especially regarding the movement when colliding with the terrain sideways. It currently stops all Y-Axis momentum when you hit a wall which make movement feel rather awkward at times. Also, another Brackey's video watcher I see? ;)
Second suggestion to make things user friendly would be to color code your resource costs or even better use a small icon for it. Like how you have your resources use certain colors, it would be good to do the same for the cost fields so the user can identify the relationship before even reading the tooltip.
Hiya mate. First thing I would recommend is not throwing all the buttons/resources on the screen right from the start. It's generally a more user friendly experience to have limited information that expands over time then all the information slapping you in the face at once.
Hi Jirue, thanks for playing. Yeah this seems to be cropping up in a few comments now, have put it in the list and shall look into it, hopefully for the next big patch but realistically probably the one after. The costs displays need urgent work, this should be in the next day or 2, least to make it more understandable, will pretty it later. Thanks for the feedback Jirue.
Was surprised to see it switch over to scientific notation when calculating a large number. Nice work! Was not able to find a way to break it with large values or dividing by zero. You seem to have accounted for any potential error issues I can think of off the top of my head.
You willing to add a feature for the Skills so that if you don't have enough magic to cast a spell it will move to the next slotted spell? Currently having issue where I can't mix spell like I want since the cost difference means I end up getting stopped from casting all together once one of the element mana pools runs out.
The controls feel too awkward given then obstacles in the environment. Jump height is the same amount regardless of how long you press the button so you can't control as well as needed to avoid obstacles in a way that feels good. The best you get is timing your second jump. I recommend adding a system to change the height based on jumping button duration.
Out of curiosity, are there plans to actually take advantage of the enemies attacking individually? Cause as it is, it just serves to eat more time since none of the heroes can do anything on the enemies turn to attack. Would save time to just have the enemies all perform their attacks at the same time. Unless it's purposely meant to eat time. >_>
Only recommendation I may have for improvement would be to extend the introduction of features at the start. It's a bit overwhelming to have a big overlay of text. Maybe have some of the interface get introduced a piece at a time, for example start off with the speed up upgrades then require 5 before adding the managers into the mix or something.
You guys willing to rework the layout of the stats to indicate which are "Base Stats" inside the menu instead of having us look up those details in some random forum thread? For example, putting the base stats together in the left column with a column header and the other stats in the right column.
A fun little game, gives me some t-rex flashbacks. The generating can be a bit brutal at times though. Get 8 cactus/rocks in a row plus some knives incoming and a kickflip won't be saving your butt.
Stuck this answer in your first :)