I think I only pause at the beginning because the game doesn't give players enough time to survey the situation before mobs start pouring in. If, as Liquidaire suggested, the game was effectively paused until the first tower was placed, I don't think I'd ever change the speed.
fordgt90concept
[quote who="rixmith" reply="14" id="3746033"] There is also a bug on the camera hijack. For example, on the new bonus map, the map shows your base and begins to rotate toward a true orientation. If you pause the game during this camera rotation then unpause, the map rotation doesn't restart, so you must play the map in a funky orientation. [/quote] I observed this too. Frankly, I think the whole messing-with-the-cam
I agree. I value variety in maps over numbers. Replayability is turns a small number of maps (20ish?) into something more valuable.
I was told it is okay to put an image of this here (shows issue #2 above): https://cdn.discordapp.com/attachments/560825984694353940/564603822706524181/screenshot.png Image resolution is 1920x1200 and my display resolution is 1920x1200 on an RX 590. The thing that stands out is the buttons on the bottom of the screen. They appear blurry/unfocused to me, espec
[quote who="Liquidaire" reply="3" id="3746083"]Did you resolve this?[/quote] #1 the executable is literally named _DX11.exe and there doesn't appear to be another one. I have no idea whether or not it is running DX12. If it is, the executable name is misleading. #2 nope. I just deal with it. Because so little time is spent in the menu, it's easy enough to forgive. #3 just changed resolution, applied it, and restarted the game. Seemed to be okay
One thing most TD games don't do that SoC could is having large shots like Minos Cannon damage units until the kinetic energy is dissipated (e.g. health of shell versus health of units it comes in contact with). It would make powerful turrets marginally more useful against swarms/massed enemies and change strategy of tower placement to take advantage of lanes.
How about popping a number above the salvage station that floats up and fades away when it salvaged something (like a lot of games do with damage indicators). I think that would clear up a lot of the confusion with the salvage station by making it clear that it is doing something. You could also add a hover statistic on each salvage station that shows total recovered to this point. That way players looking for a way to improve can decide whether or not salvage stations are a
[quote]What does this bring to the Tower Defense genre?[/quote] The fog of war component was unique...but version 2 deleted it. Shad'O is the only game that comes to mind with a similar mechanic. Having resource gathering structures on the map is also rather unique which leads to some strategizing that isn't there in most tower defense games. The per-map challenges are a nice touch too. I find myself worrying more about them than merely finishing the map. I
Version 2 Feedback 1) "Connecting to Carpathia" after starting the game seems like it is taking a lot longer than it did in Version 1. This is even after restarting the computer. If it's compiling shaders or something, it's not reusing the shaders. If this is not going to improve, consider using a loading bar so people can guesstimate how long it will take to load. 2) When you click Archives, it should hide the main menu buttons. Seeing all of the main
I noticed that some of the enemies are passive and some are aggressive when it comes to the mineral extractors. I've also noticed that they sometimes travel to a waypoint and wait before proceeding. The swarmers are most noticeable doing that.
I don't recall reading any of the dialogs in the game because too busy dealing with towers and such. That's obviously going to lead to narrative/pacing issues... You can hit two birds with one stone: condense the narrative into the start of the mission and increase the time before the first wave comes for players to understand the narrative and/or familiarize themselves with the map. Can reduce starting resources to compensate for the longer build up. <
Looks the same no matter 1920x1080, 1920x1200, Fullscreen, Borderless Fullscreen, or Windowed. May have spotted another issue: It should be running DX12 according to the graphics settings but when windowed, the title bar says "SiegeOfCentauri_DX11.exe" Edit: This is on "High" presets. I changed it to "Crazy" and it still looks wrong. Even the "shift+tab to open Steam Overlay" looks wrong like it's rendering at like 1440x900 and scaling it up to 1920x1200. E
The following feedback is based on Normal difficulty... 1) I assume there's eventually going to be voice overs for the dialogs because it really feels like there should be. The silence is weird. If there isn't then I think there should be some audio cue that is associated with dialogs because it feels wrong without it. 2) I have major issues with panning. I turned it from 100% all of the way up to 300% and it's better but still doesn't feel q
Windows 10 on RX 590. Primary monitor resolution: 1920x1200 Secondar