Hey guys, thanks for all the feedback - especially the criticism. I'd love to hear specifics of what you'd like to see tweaked/changed, if you're at all enjoying the game on any level or see that it has potential. Mind you, that's NOT just "make it premium". I know many people loathe F2P, or have reservations about the implementation here, but its always our intention to be as fair as we can (believe it or not)... I'll admit: we're learning. We're still trying to figure out how to balance making enough of a profit to stay alive, while being honest and fair to players, so we'll constantly be tweaking based on your feedback - the more you can give us specifics, the more we can hopefully make the game better! For example... why might you feel its too F2P? Is it too hard? We can certainly see about focusing more on making the "hard" difficulty more about cover based skill, and tune the normal difficulty so that its more forgiving (more health, etc). Any other specific reasons that we can tweak/tune? Do you think the combat is too open and long range - what would you suggest to tweak it? More health so you can run and gun? More cues to let the player know when they need to get closer to the enemy? higher zoom on basic weapons? Obviously we can only do so much here... imo the long range, open combat is what is different and fun, as opposed to another corridor shooter, so I get that there might just be a preference thing here... I've seen some people mention it as a negative that sometimes they don't have to do much themselves to alter the battle (bc their units are fighting it out and winning). Even though IMO that's partially the point (one point of the game is to feel "dropped into the middle of a battle", and decide how to affect it - sometimes that might not need to be a lot of player impact, sometimes it might you against an army)... but I want to see what others thought? Is this simply a matter of not knowing when you're important and when you're not (ie, when you can go into auto-battle and just watch, vs when you need to focus 100%)? Or would you like to see more of a "progressive style" combat, where units trickle out as opposed to being dropped into a full battle? Feel free to share any other comments, concerns, suggestions, etc!
I enjoy the gameplay, I just can't seem to get any gold for decent gear. I just started out and already I've been one shot killed by an enemy nobleman. Other than that the game is great. Not as good as HaC 2 though#
Interesting... are you playing on hard? It should be literally impossible to get one shotted, ever (unless on hard). We have a "fail safe" system in place where you have to get shot down to 1 HP first (for ex if you have 50 Hp and someone deals 20000 damage, you will still not get 1-shotted), before being able to get one shotted... You're also invulnerable for a few seconds once you get down to 1 HP...
Foursaken thanks for the response I'm gonna play more before I make any suggestions on changes and not going to suggest just based on a review that I now find myself at odds with meaning the pocketgamer one Just need more time with it Thanks for the response and desire to listen to the players I will say the only that keeps me from playing it more is the incredible battery drain!
Yeah thanks for the feedback foursaken. Keep in mind everyone in here wants the game to get better and better. It feels a bit weird for such great company like you to release a f2p model and that is mostly the reason we "complain". But as i said earlier you are a company that has and never had any intention of forcing the players to buy iap. I will also keep playing more and will leave feedback for this great game
I guess I'm the only one that likes this huh? I've honestly been hooked on this way more than any other one of their games. The gameplay is just really fun for me (though the running / cover is a bit clunky). I also like how story mode isn't just straight campaigns. There's a board game / card game / strategy mechanic where you resupply and take over bases. That was a fun surprise that I didn't expect. I can see that getting even more fun later on.
I like it too. Just wish I could play it more but it drains my battery so fast i can only play in very small bursts and for me that seems to take some of the fun out of it the idea and base of the game plus the added elements and genre mashing you mentioned rock there is no doubt of all the games currently installed on my device this one drains my battery the fastest and i have some pretty high end graphics type games so I just wish they knew what caused it and could fix it asap
Absolutely fair play to you for this. For context, I think I've purchased every one of your premium releases in the last few years. And your name is pretty much the only reason I DLed this last night; I don't usually touch f2p. I've deleted already - though with an intention to possibly re-DL at some point. My main reason is that the dynamics just bring back all kinds of horror memories - dual currencies, ads, and lottery-type mechanics are all things that I've had multiple abysmal experiences of, and so they lead me to expect certain kinds of game balance. Which I have, historically, not enjoyed. That was - for me - compounded by the directiveness of the early game. "Spend 10 gold on THIS pack." "Now spend 10 gold on THIS pack." And the "30 days premium ammo pack, 90% off." (What happens on day 31?) Which just, yeah... When I needed to free up some space for a premium app (Death Point), this was the first to go. As I say, perhaps temporarily. But... even if the actual balance is there, I'd have to work against the expectations of multiple previous bad experiences to push through them. Would I buy a premium version? I think I've bought every other premium app you've released, so I expect so. But I also appreciate your difficulties. Who's going to spend more than premium price on IAP, if premium is there? It screws your monetisation, and I get that. So, yeah. Personally, the existence of certain mechanics mean that I'll already have expectations of a game, based on brutal and repeated past experience. I get that this one might not be like that. But the dice are already tilted against my buying into it in the same way. Good luck with it, irrespective! I did enjoy my first few battles (though I wasn't always sure what was happening). Hope you can make a decent living from it, whichever way you go.
The reply above is more eloquent than I will be regarding monetisation. I must admit once the tutorial took me through some action, to the shop, bought something with inbuilt currency (all good so far) then the next highlighted item was an IAP for ££. Checked IAP list which went up to the ubiquitous £79.99 for a <insert stock name for lots here> of currency # whatever and I felt that it may not be for me. The bits of action seemed OK but the running / walking didn't seem easy on a held iPad (12.9"). Sorry this post is referencing IAP more than gameplay, but it's feedback for the dev if it doesn't get moved
Hey guys, I really appreciate the comments - and I totally get it! All I can say is thanks for trying the game out at all Re: skoptic - i agree we need to do some control tweaking on ipad... its a bit cumbersome. Would like to add some control re-arranging.
Hey dev, ya gonna help me out and stop worrying about these crying pussies? Legit haven't played since last night because of my problem
Sorry about that - must've missed your post! Is this during the tutorial telling you to equip your armor? Can you email us at [email protected] and we'll find some way to help you out!
My biggest reservation with the game currently are 2 things: For the first half of the game, maps are either too small, or armies need to have a genuine movement restriction other than their supplies. I find that I'm rarely maneuvering my troops strategically other than getting on Earthshaker points (never to strategically avoid a battle) because for the most part, if I have an army out on the field, 90% of the time the enemy just spawns an army in and sends it directly at me for a battle. I wish there was more incentive to choose certain positions because I am legitimately able to predict that the army can't reach me there, rather than just knowing they can get to me from pretty much anywhere. So, either larger maps, or less travel capabilities. I want more of an Advance Wars feel during the turn based sections. 2nd issue: I think the game straddles the line between RPG and tactical shooter a bit too much. I never feel like I'm able to aim all that precisely, and going up against bullet sponge soldiers just never completely feels right. I can't think of a perfect fix for the next as that's the type of game it is, an RPG with guns (sort of like how the 1st Mass Effect's gunplay felt a little off). However if there was a way to snap to iron sights and scopes, similar to Ghost Recon or Arma, I think that would at least boost the tactical shooter feeling a bit, by being able to aim more accurately. Because as it is, even with my long range rifle, ranged combat never seems nearly as effective as just blitzing with my trench gun.
Yay, featured as "Game of Day" (iOS11), and in "Best New Games"! Good feedback... I think what you're seeing with the "RPG" health is not so much the health, as it is the range modifiers... we always wanted to be less about stats in this game - for ex a head shot or a critical will almost always 1-hit kill most units regardless of their type or level. However, these range modifiers are more prevalent on the longer ranged rifles from a % standpoint, simply bc they have longer range (so more of their effective range is reduced)... that's why you don't see it as much on the trench gun for ex. I do agree we need to tweak that. Right now I'm thinking about simplifying the range system to simply be normal & long range... weapons will deal full damage within normal range, and reduced at long range (currently they deal increasingly low % throughout the range spectrum - which again, is why you're scoring 20-30 damage hits at range even with a rifle). Re: strategic map - I believe this becomes less of an "issue" as the map size increases, but I get what you're saying. As the game progresses, maps not only get bigger, but heavier units "encumber" your armies so it costs more supply to move... it should make it increasingly dangerous to venture out away from your supply depots and points in order to attack with certain armies and units. I feel like if we just added an arbitrary move limit, it becomes too convoluted having the supply resource and an arbitrary move limit... I've got a few ideas that we might explore, but I'm also open to suggestions!