If you see a bug, please snap a screenshot and submit it with a bug report! This is one of the things that delayed Build 31 as cover is obviously a critical system and we wanted to be sure it was ready for prime time. Updated "Context" flags on characters and cover to give a more pixel look.Overall UI update to buttons, menus, etc to go with a more cyber punk feel.It's as if they initially made this for some Java dumphone with a tiny screen and then made a clumsy port to PC which they lost hope in mid-way and just rushed to publish as-is. Also, how the issue of overly huge font never came up in development. It's hard to say how this game's designers made so many poor decisions while at the same time thinking up a relatively complex combat/RTS system. all battles start with you opening the door, with all your soldiers exposed and all enemies waiting behind crates on overwatch. However, it would be just better to have a real-time mode like in JA2. The game does have an Ai "follow" mode where you'd only need to move one soldiers, and the others follow. This struggle with the camera just gets on the nerves and you never get used to it - walking around locations in the turn-based mode is annoying and meaningless. You can zoom out the camera a bit but not enough. Also camera keeps moving by itself and centering on soldiers, always trying to make the enemies get out of the viewable area. Often soldiers can fire when the line of fire is obviously blocked by a corner - camera doesn't move when you push the cursor to screen side. However, the walls also occupy the tile which they visually cover! This is very counter-intuitive, and often I couldn't even understand where I can walk and where I can't - line-of-fire calculations seem to be broken. So, you'd expect that there is 1 tile covered by walls where your characters can walk. Walls, doors, crates are all drawn from the top and also slightly from the front. graphics of the environment are misleading due to strange perspective. Actually, even XCom: UFO Defense from 1991 had smaller and more readable font. The game looks like some DOS game from the 80s which was struggling with 320x240 monitors back in its time. They should have made GUI elements at least 4 times smaller, or given the choice of the GUI scale. It's absolutely ridiculous and makes it hard to read even the simplest things. Bad: - the GUI has large buttons with huge pixelated font which I probably have never seen in any game. Though I guess younger players will like it. From an indie game I'd expect something more hardcore and closer to JA or the original XComs (Xenonauts). 1 hour into the game I still didn't know why it's all on submarines and what I'm fighting for here - graphics are pixelated which is okay for an indie game, though you may be already getting tired of this art style - some music tracks are good and would be worth listening to separately but some are rather annoying - the core combat is based on the midcore 2-action-point system from the recent XComs. Good: - there is a lot of meat here, with multiple weapons, several character classes, character leveling So-so: - the story is not so interesting and poorly presented. there is a lot of meat here, with An indie TBS RPG with combat close to the 2010s XComs and the strategic layer close to FTL. ![]() An indie TBS RPG with combat close to the 2010s XComs and the strategic layer close to FTL.
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