I remember playing the first version (was it v0.0.1 or something?) a while ago so I tried it the v0.6.0, by curiosity and because I think the concept has some potential.
I note the game improved but there is a long way to go still.
Here's some feedback (as the developper seems to be lurking), in no particular oder. I hope it might be helpful:
I'll look forward trying it again in the future.
I note the game improved but there is a long way to go still.
Here's some feedback (as the developper seems to be lurking), in no particular oder. I hope it might be helpful:
- A way to resize the game window would be nice. I had to use the Unity parameters -screen-height -screen-width upon starting the game to get the size I wanted.
- Let the keyboard shortcuts close their respective windows. If I open the Upgrade menu with U, let me close it by pressing U again.
- The M key, to open the Map, doesn't seem to work.
- The base gameplay seems a bit better (I remember one of my problem was how slow it is) but there is a lot to do still: Enemies don't pose a threat at all, you can just walk aroudn until there are all on the floor. Maybe improve their attack speed? And I think having a melee attack key instead of doing damage on contact would be better. Plus, the "spit" attack is still pretty useless, because of how weak and slow it is.
- "Allies" are pretty much useless right now (they are slow, weak and pretty dumb, even after upgrading them), on top of having no animations. I assume there are far from finished so I won't comment further.
- Speaking of which, both allies and enemies have a pretty bad pathfinding. This problem is possibly related to the next point.
- Maps are looking way better than in the old build that I played but they are way too cluttered. First, you shouldn't have big elements at the forefront hiding stuff for the players. For example, I can think of the big house in one the map. Secondly, a lot of obstacles hinder both the player and the NPC to find their way, I often see them stuck. The maps would gain a lot at being a bit simpler.
- Speaking of which, one map has NPCs spawning on the far right outside the map boundaries, forcing you to finish with the range attack.
- The nest map feels a bit too small, it's quickly annoying to find free space to add new production units.
- The upgrades don't seem to have changed at all and it was one of my main grip: Trading items for +0.0X of whatever start doesn't feel very rewarding and interesting. I think some sort of skill tree, possibly leading to different evolution paths, would be more interesting. Same things for your allies.
- Finally, about the item production: One top of being grindy, you pretty much have to wait in the base until you get what you desire. I see a few ways to solve it. The first one is to remove the "time aspect" of it. For example, instead of waiting, you could go on a mission and, upon coming back, each girl would have produced X items. Or, make it so you have an incentive to do missions for new girls, by making the girls less productive or just "die" after a certain amount of time.
I'll look forward trying it again in the future.