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"...it's not possible for now both of the team (stellarnull and elventales) already working on different project , instead, we'll sure to put more attention to gameplay design..." This lost you one star in my rating... it's a fine game, but putting a game up fresh, brand new and then saying you aren't willing to support it?!
sorry for the late reply, to clarify, this is a collaboration project between stellarnull as the asset provider, game designer, and elventales as the coder. and to make game fixes or updates, we both need to spare our times, but it seems not possible anymore since both of us already has another projects already in mid development (which is complicated), also this project has been developed from 3 years ago, so we just wanted to finish it and move on.
we're looking forward for a chance to make sequel for this title though.
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fun little game, I am no fan of micromanagment, but you did a good job here at keeping the whole thing intresting, as a tip for further games, dont make the player feel overrun with the tutorial, it is the phase where he gets acustomed to the game play and i would use other short cuts for f1-f4, but keep up the good work, the game itself was quite cute to play^^
thanks, as the artist of the project im glad you like the cutesy XD and for tutorial/ learning curve im agree, we could use better methods than that, big thanks for the support! we'll sure to make better games in future.
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Dunno, like the idea, but changing soldier, clicking everywhere, using skills etc. It doesn't feel right, it's a bit clumsy. You should really try to find another way of controling the soldiers.
we can understand that, some ppl told us control's kinda overwhelming. we shouldve thought of this earlier, (big mistake is we didnt spread the game for alpha/beta testing) but yeah we're looking forward to make its sequel with many things fixed, anyway thanks for playing! :)
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It's not bad, but here are some things to help improve it:
1: the tutorial isn't very helpful and it scrolls too quickly. Consider pausing the action when the player needs to input something, and advancing the dialogue with a "next" key.
2) The micromanagement of the units is a nuisance. Consider adding an autoattack feature with the option to choice the soldier's target. At least make it so that the melee soldiers keep attacking when given a target.
3) A little better explanation of the soldiers would be nice. What makes a knife guy different from a katana guy?
4) A mute button on the main menu would be nice.
thanks for those useful inputs! we'd like to fix the problems but it's not possible for now both of the team (stellarnull and elventales) already working on different project , instead, we'll sure to put more attention to gameplay design, learning curve and launching beta testing in future projects! :D thanks again for your time!