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Recent reviews by Dueldemon3

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1 person found this review helpful
5.1 hrs on record (3.2 hrs at review time)
Early Access Review
So, I'd like to say off the top, this game has been great for me so far and has scratched an itch for a good mech game with a fair bit of customization, however there are a a couple of thing that I find make the game feel not quite there, But as an early access indie game for studio that this is their first game on Steam, I have a few suggestion to throw out there.

The first big thing that makes game feel like your being pressed to make progress is the static fog that fallows you as you play. While yes, this gets players to move and finish the battle, this often pushed me into sacrificing mechs to get it over with before I'd auto lose. My idea is rather than the static wall of doom, have the swarm get reinforcements every, say, 10 turns (tuned up or down as needed). First wave of new enemies are pulled for the same as the area as the player is in, after that, each wave comes from each zone beyond, with the exception of boss. While you could turtle for a bit and hold energy tiles, within 1 or 2 reinforcements, no matter how many mechs you'd have, something you couldn't deal with would come along. This lets the player judge when to hit the gas or build up energy, which won't last too long as you have a cap of for mech you can spawn AND energy you can hold AND mech do cost more for each mech out, which the value of turtling drops fairly quickly but it does allow to rebuild some before leaving that battle.

The Second is that every enemy in early runs feels like all your mechs are make out of paper. Most enemies have 5-6 or more damage, which if you don't send credits to buff up parts, can kill most early game mechs. I know there are boss rewards that give you armor or speed to avoid this, but I see a simple tweak that could make this far less of a pain. Let ALL mechs move before and after actions and I know, "But what about the Walker legs? What should their bonus be if all mechs have that kind of movement?" Make the Walker legs the best all rounders for the energy, they already can already move through every tile, minus the impassable, and have no real penalties. Wheels and tracks get a bonus on roads but can't go through rough tiles, and everything else has either a movement restriction (turrets or teleporters) or is more energy cost.

Both of these are not demands, I want to stress that, but more of ideas to consider. I will keep playing and look forward to where Lioncode takes it, Keep at you guys, you've got a great game so far.
Posted 13 August, 2021. Last edited 13 August, 2021.
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No one has rated this review as helpful yet
2.5 hrs on record (2.4 hrs at review time)
So,Hydrophobia...Ok the price does not mean anything, this game is rather good, takes me back to the days of time splitter and MOH frontline. Story not what i saw coming. I'd say 8/10, an onyx amunst rubies, if you will.
Posted 22 September, 2014.
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Showing 1-2 of 2 entries