Throughout my last playthrough, I truly felt that I had agency at every step of the way. My choices were valuable, my goals were clear, and I was engaged for the whole experience!
Some extra praise - the new tutorial really helped solidify my understanding and get me into the game without overwhelming me. Also, the UI and UX was really smooth, making engaging with the game a joy. My biggest critisism is that I can't really play more, even though I want to.
I had a lot of fun with this, and can't wait to see how the project progresses.
Its awesome to see the new procedural generation and map nodes in play. I think there's quite a solid base at the moment as it stands especially the weapon upgrades. I would be keen to see the synergy of the weapon upgrades as this develops. I would say that the game's identity tends towards being an autobattler more so than being a roguelike and would love the game to explore its procedural generation. Might need to find a way to recycle excess resources into other things because I tend to hoard guns after going into combat for a bit. Careful of stat bloats lol. Maybe the randomised stat allocation to the soldiers should work towards their cap rather than their base stat distribution so I don't just slam armour and health on everything to brute force things.
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This project has come such a long way.
Throughout my last playthrough, I truly felt that I had agency at every step of the way. My choices were valuable, my goals were clear, and I was engaged for the whole experience!
Some extra praise - the new tutorial really helped solidify my understanding and get me into the game without overwhelming me. Also, the UI and UX was really smooth, making engaging with the game a joy.
My biggest critisism is that I can't really play more, even though I want to.
I had a lot of fun with this, and can't wait to see how the project progresses.
Its awesome to see the new procedural generation and map nodes in play. I think there's quite a solid base at the moment as it stands especially the weapon upgrades. I would be keen to see the synergy of the weapon upgrades as this develops. I would say that the game's identity tends towards being an autobattler more so than being a roguelike and would love the game to explore its procedural generation.
Might need to find a way to recycle excess resources into other things because I tend to hoard guns after going into combat for a bit. Careful of stat bloats lol. Maybe the randomised stat allocation to the soldiers should work towards their cap rather than their base stat distribution so I don't just slam armour and health on everything to brute force things.