Alpha Test Feedback
GameResigner
Member
Hey there! Thanks for reading!
Feedback will be updated periodically. For some of these items, a screenshot or video would make it easier to communicate; please let me know if you need clarification on anything.
GAMEPLAY
- Familiar enough to be straightforward but different enough so that it doesn't feel like a copy of something (at least that I've played/heard of)
- Feels more like a hybrid of RTS and MOBA mechanics more than traditional RTS. Good or bad, time will tell but I like how it's presented so far.
- The map appears to be designed for 4v4 gameplay (a spot for a base location in the bottom of the map gave it away)
- The map seems too large; doesn't cater to 3v3 gameplay - 3rd player in the bottom of the map is isolated from team
- Map objectives do not force engagements (gem collection loses importance/is less impactful as the game progresses and other objectives are taken)
- Large gem spawners should be reserved for central/high traffic areas of the map and should spawn in those locations with every respawn - perhaps even add a "mega" spawner that spawns every ~5 min in the center of the map that takes longer to capture and gives a ton of resources
- Gem deserts on several areas of the map, increase the number of simultaneous spawners but reduce the number of gems rewarded from each pickup
- It may be interesting to experiment with high-yield gold refinery areas in the middle of the map
- Cannot zoom in the camera to view gameplay/art elements in more detail
- The visual difficulty indication of each NPC camp (the swords) was not immediately apparent - perhaps stub in "easy", "medium", "hard" above the camps until different enemy models can be implemented per camp
- Please add the ability to rally the base to a unit in addition to a location (QoL feature)
- The default hotkeys may need to be revisited after more features are added; two primary actions are bound to V and B which are right next to each other and can be "fat-fingered" because the hand has to jump to them from the QWER abilities to hit either of them
SOUND
- The song is unobtrusive to gameplay and great for keeping you engaged; great work! Excited for additional tracks.
- The sound effects can layer on top of each other and cause distortion, e.g. selecting the Recall button rapidly
ART
- Great idea putting the health bars/attack cooldown/Recall indicators on the unit selection blobs so that they don't obfuscate other units
- Widen/thicken the health/attack cooldown/Recall indicators to make them easier to read
- Please add colorized stub art for the ability placement UI and waypoint movement; the thin white lines can be hard to see
- Please add a better visual indication for units that are being healed under turrets/healing totems (+ symbol above heads of units?)
- There is a lot of clutter from the enemy range rings on the map/mini map; please hide them unless selected by the player
- Please improve visual distinctiveness between the different build pads other than size (color, icons, etc.)
GUI
- There is no visual indication of what the numbers mean on the scoreboard(?) at the top of the screen - I assume that they are player levels but that isn't displayed anywhere else
- Not sure what "Next Bounty" is
- No tooltip descriptions for: Next Bounty, Gold, Gems, or Warp in Units
- Tooltip size scaling issues on certain resolutions, e.g. Glass Cannon on 1280x720
- Improve visual clarity in tooltips with heavy descriptions, e.g. Re-cycle ability, by bolding, color changing, spacing/separating important keyword text
- Improve the indication of how many units are still available to build time a certain type other than a small number on the build button (perhaps include on the unit tray?)
- Please move the unit stats from the Shift+Tab window to a mouse-over tooltips in the unit tray over each unit
- Replace Shift+Tab menu with stats on the current game state - kills, gold, gems, # of units, # of gem spawns collected, etc.
- Please add a UI for control groups so that players can see what they have bound to what group
- Please add a cancel option for units/structures/upgrades already in progress (you can refund partial amounts of resources if desired)
- Please add some visual distinction between allies; all green team is confusing
- Please add a setting in the menu so that you can enable player name displays by default instead of having to hold Alt and mousing over
- Center the minimap in the window and zoom it in as much as possible (there empty black spots in the bottom right corner that can be filled)
- It would be nice to see the hero icon in the hero's minimap chit
Movement
- Units can take a long time to "settle" in a group after moving - sometimes never
- The rate at which units are pushed is not fast enough, it can take a long time for a unit to move through a stationary group of idle units
- Unit pushing weight values should be standardized by the unit's importance/size (Hero>T3>T2>T1)
- Units should return to executing their last movement order after using an ability (movement command and attack move command) instead of idling after using an ability.
- Unit server size extents may need an audit so that they match the size of the model
- Potentially allow for interpenetration of unit models and/or reduction of server extents while units are moving (not sure if units register skillshot/AoE combat effects from their center point or their whole extents area)