Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

MV10

4
Posts
A member registered Feb 21, 2017

Recent community posts

Did you get my email?

Sounds cool. I did remember to go look at the improved UI pix you posted, it does look better.

If you want a beta tester with Unity dev experience, hit me up.

Gamepad support would be great.

Earlier somebody commented about the difficulty of leveling up a new recruit and I agree... one of my original three got killed, everybody was level 5 or so, and the level 1 replacement was pretty much useless.

Spent another hour playing and I have a few more comments to add. I can't see earlier posts while writing this reply so some of this has probably already been mentioned (or you've fixed it already, sounds like a lot of UI tweaks have taken place), but in no particular order:

  • When there are about six units active (friendlies + enemies) the info boxes at the top go off-screen and I didn't see any way to scroll. It's also often tricky to discern between enemy robots and any robot units in my group (insert pixel-art grumpiness here).
  • Inventory is only a single line and doesn't scroll. My robot had a bunch of items that it couldn't use (health regen) and it also had oil, but I couldn't select the oil.
  • Similarly, if I can't use health packs with a robot or oil with a human, I shouldn't be able to assign them in inventory. (Doubt this is news to you but just in case.)
  • I think it was mentioned, but weapon reassignment is a must. Class reassignment would be nice but doesn't feel as necessary.
  • It isn't clear to me what it means when "my" level increases (versus my team). I guess that opens up higher difficulty missions?
  • It took me awhile to figure out the little star meant I had level-up skill points to assign. I'd probably go with an up-arrow, maybe even animated.
I'm a Unity developer and I like a lot of the design decisions. The interface is simple, direct, and reasonably intuitive. The brief tutorial overlays are concise and helpful. Overall gameplay is just very smooth. Even when I'm getting my butt kicked, nothing feels "unfair" -- there are balance issues as others mentioned, but that's more a matter of fine-tuning the pacing, I think.

I hope it's sufficiently successful that you decide to release an HD-graphics reboot! :)

(1 edit)

I played a couple of levels, it's fun. I don't think XCOM comparisons are necessarily a bad thing, I really enjoyed that and it looks like you'll have far more maps than XCOM offers. I found the mouse scroll a bit hyperactive (very little pointer motion results in a great deal of scrolling). It worked well on my 2560x1440 monitor, but I'd still like to have the usual Unity resolution options, monitor selection, and window/full-screen dialog. I'm not a fan of pixel graphics, but even if I were, it gets a little ridiculous maximized on a 24" desktop screen. I agree with some of the earlier comments, it's occasionally difficult to figure out what is cover and what isn't (although the icons help, obviously) ... I'm sure it's way too late to switch to a more common 3/4 view. But it isn't a deal breaker. I'm following it on Steam and will probably buy it.