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Brawler this is an alpha demo it isn't even in beta they gotta improve the game still. just wait and it's gonna be amazing.
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Another thing is like Cvracus said. Melle should lead, best searcher search, etc. I have group with one melee and who's in front? Journalist with glock.
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It would be helpfull to have counter how much things I have to gather in each part of mission during it so I will know if I've missed something BEFORE leaving so I will not be forced to comeback 15 times.
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I really liked this preview. The game is smooth, the mix of gameplay fit well and is really enjoyable. Apart for that, still so far, it's still lacking of "more tutorial", like "How crafting work", the same for gardening. Moreover, i found sometime the selection of the survivor laggy (i thought i selected one but then i wasn't, so an other one move), so maybe have some shortcut (padnumber) to select them ? And still one more thing: the revival. Is that depending of an skill ? What can improve the speed ? Still, thanks alot for this diamond, and good luck for the rest of developing ! Greedy to see it finished !! :D
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Nice idea for the very base of the game. I am hoping this represents 1% of game play.
Bugs in this demo. Drops don't show up. Coins have no use. Right click to move conflicts with right click to revive.
Hope list. Classes - Selectable. Inventory screen is more friendly. Dropable barriers made from dropped wood and steel. Customization re avatars.
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Spent a good 3-4 days exploring non-stop trying to find fuel and when I finally got it I wasn't able to finish fixing the car. Maybe it was just bad rng.
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A game where characters walk out, stop, and are eventually killed. No user involvement needed or possible it seems...
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fun game until zombies attacked my HQ and I wasn't able to control my characters, also 1 of them die because of the price to revive (why does is cost money to revive someone in the HQ but not in the field?)
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Don't worked. Mission is loaded without characters, challenge - without control and zombies, just wait and call waves.
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Very nice, but has a problem with difficulty - so far i've only encountered very easy places (next to no damage, no hectic situations at all) and sudden deaths. The difference in the encounters isn't that big either, so I'm assuming that's how the game plays at the moment, either easy-peasy or the whole squad dies.
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Is there a five day limit? I was just farming at HQ and waiting for 4 guys to come back from a mission, and suddenly it said the game was over, even though I had 0 casualties! What's going on??
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Really misses the mark as it is so far removed from Infectonator that it should not possess the name. This is a stand alone that needs friendlier menus and controls. Something as simple as healing or doing tasks is so unclear, you're not really sure you're doing anything.
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I think this game is gonna be great!
I have one problem: my group doesn't heal with camping? So it becomes a death march.
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The tutorial mode is allegedly on, but after the cut-scene ends I'm left looking at a screen with no hints, and although I think I've tried clicking everything the only things I can do are bring up menus. What are my goals? Where are my characters? What actions are available?
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I can tell this is going to be a great game, but it still has a few problems. The number one problem is a lack of information. The tutorial is extremely sparse at the moment, and arguably doesn't cover the most important information. There's a much longer comment addressing the specific information that needs to be supplied, so I'll defer to it. My only other major gripe is the unforgiving difficulty. Accidentally advancing one square too far in the search levels can get your entire team killed in a matter of seconds. I understand this is an alpha, and it's already leagues better than many fully released games, but those are the major problems I can see right now.
This game is a roguelike, it is intentionally made to be hard, just like the old days. The lack of information in the tutorial is intentional, we don't want to hold your hands. You just have to keep on trying :D
enjoy!
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Using this same engine, I think you could make a really great real-time Space Hulk game. You should try your hand at outer space!
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Would definitely benefit from a behavior adjustment, melee leads/takes the front when moving as a group, a way to make injured characters stick to the middle of the group (maybe a customizable formation and making the group only move at the slowest members speed, on their own or getting into position still move at their full speed) aside from that it plays great
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@ dev; add a 'time passed' to missions based on difficulty. passive 0 time, 'difficult' should take an hour, scale the rest in between. make time back to base 0 if you return to base. the 2 1/2 or 5 hour times for 'running out of time' are good. but stepping onto base should be zero time cost. The levels should be the time. frantic at about 20 min. and the tier 3 weapons should be better than the tier 2, it is hurtfull to advance a level and get less dps. And add a bonus for killing bosses, now they ain't worth it. just my impressions. Love your games.
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I think this is a great game, just some kinks to work out. the tutorial doesn't give the info we need (what do marks on mission map mean?: ! means survivor, zombie head means boss, $ means merchant) mission turns take how much time? ohh ya, zero time, it is onlt the time taken to travel back to the base that counts. step back on base=5 mins=5hours. sneaking back after running out of time =5 min=5hours, the same, but small chance of some damage. running back takes 2:30mins, only 2 1/2 hours, but you will take damage. have extra supplies? if you kept exploring, you should, so running back after running oout of moves is better than planning a route that takes you back. If one understands the game mechanics, one can clear the map with time to spare on the first try, so the difficulty comes from a lack of information for the player.
not a rogue, but a lot of fun. 4/5
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yes, the nuke/time limit is important, but there should be an unlocked mode, after enough plays, that allows one to play without time limits
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it appears that running out of time and sneaking home takes exatly the same amout of time as actually getting home. 5 mins on the clock, so maybe it's a good idea to not try to get back? the videos on the kickstarter page seem misleading
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I have a few ideas that may make your game far more successful.
From the mind of an avid gamer you may find the qualities you seek.
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nice, love it, but don't see gold i collected. maybe make it a bit faster, like character movement and that. and don't hate me for this but try unity