Playtime:
12750 minutes
Fun game to play in the background of whatever you’re working.
Will say the game *desperately* needs some balancing, polishing, and bug fixes though. It’s the single biggest draw back in my experience with it, and would really shine if the devs put some additional tweaks to it. Here are some of those laid out:
- TOOLTIPS! (the worst issue with the current build!!) They need a passing over, there are doctrines that explain their function one way, and a different way when highlighted on the UI after selecting, which can make things clearer, but shouldn't require doubling down on or purchasing them to get the info you need. MANY buffs fail outright to provide any indication as to whether they stack. The mission control building is an example of horribly unclear setup/usage/how the buff stacking actually works, or if it even does, or what cap exists on it (it certainly has limits though, you cannot feel* more than a couple stacks worth). Tooltips also fail to stack or aggregate buffs in their number values. Again, Mission Control is the most eggregious example of this. +4% damage per extension touching it, and a buff for an additional +2%. Tooltips may show each buff, but I can put up to 4 extensions potentially touching it (if this even counts??) So that would be (4x4%)+(4x2%)= a buff showing 4 stacks and 16%, and a buff showing another 4 stacks and 8%? But no. Just to symbols. No idea if they stack at all, no idea if all 4 perspective buildings touching count.
IN SUMMATION: THERE NEED TO BE BUFF STACK COUNTERS. Period. (Seriously, look at games like Against The Storm. A masterclass in information transparency in its tooltips.)
> etc. etc. multiple instances of these discrepancies that really need a polishing pass. Significant clarity missing on a lot of things.
- Moreover, some heroes bonuses are different than stated on the selection screen. Kosagi starts with a zone command, but what isnt stated is she also starts with bonus cash to actually make an amazing snowball use of it early game, and making her a slept-on S tier hero. Techno Jorg starts with the modified pulse cannon, but it fails to detail the coils you will build for it and lacks transparency on how that works, and it claims he has a plasma fence to start, but does not.
-Some base spawns have initial tile layouts that force you to lose a battlefront because you fundamentally cannot add a tile without connecting battlefronts- it shouldn't allow this to happen. Banning quad line tiles spawning adjacent to the base at start would fix this.
-Doctrines need pruning based on faction. Reroll cards don't make sense unless you play pargan. Alternatively, infantry cards make no sense if you play pargan. It's bloat and feels bad. Other roguelites prune options that serve to ruin what you are dealt if it doesn't make sense for what you're playing as.
-Some towers need tuning passes. While most have their niche, there are a few winners and losers here. Moreover, the AI behind how the helicopter port chooses its drop locations renders this tower an expensive waste of time as it frequently drops troops in the middle of nowhere, making this tower entirely useless for a wave.
-Ran into a bug last night that froze my resources counter at 766. Was still able to make and spend money, but could never see what I had, just stayed frozen at 766 on the UI.
-Likewise, if you save and close, and then reload into the game, the UI bugs out and you can't see any doctrines or building perks you have accumulated in that given game anymore.
-You cannot reposition airport flares, and if you think selling them will refund you one to place elsewhere, boy are you in for a sorry and extremely expensive surprise when one of the most expensive towers in the game becomes entirely decorative. Very poor design here.
-For that matter, the supply antennas should also be something that can be moved, even if you have to spend the currency again.
-While new tower placements can be changed before sending the next wave, nothing else can. It would be a huge QOL improvement for upgrades and tile placements to be changeable until you hit send wave.
-I disagree entirely with the design choice to hide discoveries on tiles until placed. These are a pleasurable part of the match, but in their current iteration at least once per match you will get one that is entirely unusable because of its current lack of transparency in its position on the tile until placed. It’s very dissatisfying not knowing, locking the tile in, and having it be so janky you never could have used it. RNG is good. Busted like this such that it can make or break games if you get multiple broken placements in a match sucks. At a minimum, if they wont change this, I'm not sure they should be allowed to spawn on laneless tiles, because they're almost always useless on those due to the positions they end up in. "Here's a discovery, but its several spaces away from any lane, and also its a *slow* effect that cant even reach any lane from where it spawned anyway. Are we having fun?"
-Credit for unlocks are pointlessly and infuriatingly shut off when successful on a map if you decide to continue to an additional wave. This breeds massive dissatisfaction. I refuse any argument about abusing the system, most runs you aren't going to survive more than a couple more waves, and you've earned it. The existing experience is credit even when you fail, and credit denied when you succeed. Senseless.
-Lions are just flat gimped compared to the other two factions. Fundamentally lack the same level of niche strengths that the other two have. It's like rock, scissors, wet paper bag when considering the 3. It's just a clear loser of a faction.
-Torrests need either an HP nerf, spawn # nerf, not be able to spawn with a shield, or to incur less base damage for getting through. This thing is an order of magnitude out of balance, particularly when even higher tier mobs are less of a game-ender than a wave of these is. Part of the issue is a general lack of late-game high-damage single-target tower options. Most towers in this game are about AOE, and the only arguable single target comparatives for dealing specifically with mobs like these are either early or mid game towers. There needs to be a howitzer-tier single target tower designed to contend with this mob.
-Final wave difficulty jump is a bit silly. You can be well enough set up on a Tier 3 or Tier 4 to beat the second to last wave without anything getting through. Final wave its like everything gets through. I get the "grand finale" concept, but the increase in difficulty scale on the last wave is absolutely borked.
All and all a great game for the price, lot of replay value. But def hope the devs haven't stopped tweaking things, because it still needs it. I cannot tell you how infuriating this game is when the bugs and badly coded or balanced aspects rear their heads - its almost enough to warrant not recommending the game. Their work refining the game is not yet done, even as good a state as it is in, so I really hope they havent cashed out and stopped working on it.
That being said, I would also absolutely be willing to pay for a DLC that addresses these issues and adds a 4th faction! Maybe a swamp, volcanic, or combo of both biome with a faction that has some new unique gameplay. Hell, while we're at it, give the Lions a pass because they suck butt in both flavor and execution. The other two factions have learnable distinctions that they lean into for success. Lions just fail to excel at anything or do much that is unique. It feels like the intent was to have a hero-centric faction where the commander plays an interesting role, but its under-cooked and the commanders on the field need to be more impactful- think like Warcraft III if you redo this faction, really lean into their hero aspect is my advice.
👍 : 5 |
😃 : 0