![]() ![]() In higher level terms on the combat, it seems (from my limited experience) that the basic strategy is to find an isolated target and to try to kite the rest of the enemies away while focus firing one guy and trying to set up turns where you use both actions for an attack. ![]() Not being able to backtrack (or even visually notified on what constitutes backtracking) is another awkwardness. This could be made clearer or more meaningful. Some similar notes on the strategic map - i'm not sure what all the icons are under the nodes, despite playing about a dozen ftl inspired games. For example, an icon showing if they will target closest or weakest - or in more extreme form an icon showing exactly what the unit plans to do on its turn (ala slay the spire enemy insight). If the targeting logic of the AI is supposed to be a strategic component (mentioned in other threads) that should be built into the UX directly. It could just be that various minor details need to be tightened up. I can usually pinpoint why a combat interface feels bad - but im really not sure exactly why. It's not clear and obvious what status effects a thing has or what those status effects mean. The animation reactivity to the mouse clicks needs to be tightened imo. I could be wrong, its only my opinion, but I think the reason combat doesn't feel great has to do with the feedback smoothness and some minor ux. Personally, I think movement confirm will make the combat actually feel worse. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |