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chaikadev

274
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9
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210
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A member registered Sep 30, 2016 · View creator page →

Creator of

Recent community posts

Thanks for playing!

100% needs control group binds.

Yep, it's going to be a priority.

It took me a while to figure out how to get the tanks to change from AP to HE. I wonder if that's why they didn't feel very impactful vs infantry.

They change ammo type automatically based on the target. I'm going to add the option to lock certain ammo types and switch manually too.

Both and also having the option to aim without steering by default.

I’d need to sit down with it for a few hours to get used to the controls but this is looking really good, like WW2: Total War.

Thanks!

There was one part where I was ambitiously trying to have two infantry squads hold still and apply suppressing fire while two others advanced but it seems their range was too short to pull it off, even though the LOS makes it seem like it should work from much further? I tried pressing T and then clicking to have troops fire on a position from a distance but it didn’t seem to work.

Applying suppression to maneuver is a valid strategy, but at the moment it's difficult to pull off due to artillery and planes not being present. Also infantry weapons can't do the "fire position" command. The reason rifle range is so short is because it's balanced versus tank cannon range and ultimately the size of the map. I'd like to make maps much bigger but there's several technical and performance restrictions. I'll solve them eventually.

Definitely need numkey groupings, especially if you can assign them during the briefing section and especially if they can be assigned independently. I think a lot of my panicked micro problems could be fixed with that.

Several people have called for this as well, I'll make it a priority so it's in for the next demo day.

I’d prefer just having Q+E be rotation keys instead of needing to hold down a modifier. The F1 readout also shows space opening the pause menu, this didn’t work for me but having it be another way to freeze would be great.

I'll add rebindable keys eventually. The current scheme is inspired by the wargame series, which is this game's main inspiration.

Unit barks are sorely needed

This is being worked on. If you have suggestions for lines there's a form available:

https://forms.gle/qAwsmYJD8AK9npAa7 

I think the first mission is a bit overwhelming for a newbie, too many troop types to manage from the very beginning. For a tutorial level I’d start with only infantry, and then introduce the other units one at a time, including trucks as a separate thing.

I agree.

I could see people complaining that your troops die too fast, especially with the disadvantage of assaulting enemies waiting in ambush without softening them up first with artillery. If you want a simple difficulty setting I’d just make the player’s troops tougher and ballsier and keep the current way as the intended/hard difficulty.

I'm happy with how fast units die right now, the problem is that artillery doesn't exist yet and the countdown timer forces you to rush instead of taking it slow.

Ideally to attack a forest held by the enemy, you would first scout with recon, suppress targets with artillery, attack with cheap infantry that are supported by your tanks much further behind.

This looks seriously good, keep it up! I’d need some more time to get used to it but add a basic campaign map like the one from the original Medieval: Total War and I’d play this for weeks at a time.

A totalwar-style campaign map is being planned but I'm not certain when I'll be able to start adding it since I'm still working on the moment-to-moment gameplay.

Thanks for the feedback!

Thanks for the feedback!

I like the concept and the aesthetic of the game.

Thanks!

I would suggest just straight up copying a lot of the controls from total war, no one is going to complain about that. Things like rotating the camera with q/e, unit control groups and unit control cards.

This is a good idea, I'll add an alternate control scheme for total-war fans when I start working on the options menu. My game is inspired by the wargame series so the main controls scheme is designed by that.

Would be nice to gradually introduce new unit types, you have a bit too much to manage at first here.

I agree, I'm going to make the next map easier.

Units bunch up together a lot. I had 4 tank destroyers that I ordered to attack 1 enemy tank destroyer, they all stacked together, got hit first and they all got stunned and soloed by the 1 enemy tank destroyer and that felt really awkward.

I think this is because the explosion that happens when a vehicle dies is a little too strong, I'll tone it down.

They also went up really close, it's kind of difficult to tell how far units can fire, it would be nice to have some sort of range indicator or some indicator that they don't have line of sight on the target.

There's one, you must have missed it.

I know good unit collision is a difficult issue to handle in 3d strategy games but I think it really improves the feel a lot so it's something I would focus on. It's more obvious for melee combat where you want to take up space and block others from getting there but it's still relevant for ranged combat because it's a natural way to prevent bigger armies from steamrolling everything by making it more difficult to have them all in a position to fire.

Eventually I'd like to turn on unit collisions, but it creates problems with the pathfinding so I'm working on tasks that are more rewarding first.

Thanks for playing! Your video gave me tons of valuable feedback. It's definitely super useful.

I agree the line of sight tool is lacking at the moment, it's due for an upgrade.

Micro-terrain has been a known issue for a while, the next map I make is going to be way flatter.

The trees are just cosmetic, what matters is the area of the forest. The reason why they're so sparse is to prevent performance problems because the map is huge.

Some units need to completely stop before attacking (tank destroyers and infantry). Also they're going to aim way slower if they're suppressed (indicated by the white flag next to their label, and under their unit card at the bottom middle). That's part of why that single enemy tank destroyer was wrecking you.

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The new models are really good, it's a huge improvement.

At first I didn't understand why I couldn't pick up the red pills on the ground. It would be nice to have a small popup message that says your health is full at least in the first level or two, or maybe as an option that you can then turn off.

I still think you should have an option to auto-equip stronger items of the same type. Often there's no choice to make, it's a direct upgrade so spending time in the menu prevents you from enjoying the gameplay. Alternatively have less items of the same type.

An enemy got stuck outside the level and I got softlocked.

During the forest level with the ambush, you can barely hear the music.

It's hard to tell how long the shield ability of Vanaia lasts because you're looking at the character and not the HUD.

The trees in this level could use shadows that are less dark.


With a little more bug fixing and polish the game feels ready. Well done! The game is really enjoyable.

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Is this a real offer or just a placeholder?

Nice progress, the flashlight is nice. The bug about resizing the window still happens.

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Good job on this new version! The updated controls are easier to grasp but I miss the depth from the previous demo day. It would be nice to have all the controls from the previous demo day but the option to steer with the mouse like in this version. The enemies feel very bullet spongy. Looking forward to more updates!

Thanks for playing! The controls cheat sheet would have helped you a lot, there's a command to move your units faster by using the road. There's a few ways to rotate the camera as well.

Thanks!

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Nice game! I like the theme, it's original.

Some feedback:

  • Enemies feel way too bullet sponge-y. 
  • Also I don't like shooting at animals :(

Feedback noted, thank you for playing! The level is indeed a little hard for beginners, I'm going to work on a tutorial eventually.

I tried using the F + RMB command to make them drive on the road, but it didn't seem to work.

it's F + LMB

making my tanks target them either seems to do nothing sometimes, or makes them drive up really close before eventually starting to attack.

I dislike this too, it's because there's small changes in elevation that block LOS. The next map I make is going to be much flatter.

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Thanks for playing!

and a indicator for your cursor that shows whether a particular location is forest or open ground

It's already there in the bottom right. I might move it elsewhere so it's more similar to wargame / warno.

Can't wait for SFX to get added.

I'm working working on that right now.

Some good additions would be a range read out in the LOS overlay,

On my to do list.

Thanks for the feedback!

Maybe you could swap default path with the fast pathing and just make "shortest" path keybind?

When I have a proper options menu maybe.

Controls are fine, easy to understand and use, but I wasn't sure if I could micro ammo and other guns.

I'm eventually going the option to disable ammo types. Units automatically pick the best ammo type available. You can turn weapons on and off.

Without debug I couldn't play, I don't know how far my tanks can shoot.

This is the most recurring feedback so I'm going make it a priority.

If I Q+LMB on enemy outside of it's range, tank wants to come close to the enemy, not sure if it's intended.

It's because of small changes in elevation that block line of sight. Next time I make a map I'll make sure large parts are completely flat.

Thank you, feedback noted.

And the most mandatory ADD ANIMU ICONS TO THE UNITS

You're completely right.

Feedback noted, thanks!

(I assume) terrain height is key for positioning and line of sight, and it's just really not clear given terrain shading, and without a line-of-sight indicator outside of debugging tool.

There is a line of sight indicator outside of the debugging tool, hold C. The terrain right now kinda sucks because there's a lot of small changes in elevation which may block LOS. When I work on the next iteration for terrain generation I'll make sure large parts are completely flat and it's obvious when there's a change in elevation.

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Thank you!

The aim percentage looked like it was stuck at 0% a lot of the time even though units where fighting.

Most if not all weapon types right now have to finish reloading before aiming, and before units reload they may have to swap ammo types. There's a short 1-2 seconds timer for that but it's not displayed in the UI yet.

Nice game! Steering with the mouse is interesting but I wouldn't enable it by default, it feels weird at first. I see with some practice how it could be superior to using keys.

Nice game! The mech is very fun to pilot. I'd like to be able to lock the guns with a mouse button, then steer with the mouse. I'm looking forward to playing more levels.

That’s a new one. I resize in windowed mode all the time without issues. Did it just crash or something?

It makes the game look like this and the character keeps turning to the left.

I like the idea and how the game looks. This is promising. I wish the crab would move faster.

The new levels are fun, nice job.

I broke the game by switching from fullscreen to window, then resizing it. 

I still wish there was a flashlight.

Do headshots do more damage? If so, it's doesn't feel like a big difference.

Thanks for playing!

Thanks for playing!

You're right about sound effects, thanks for the feedback.

Feedback noted, thanks! The view range is displayed in debug mode when a unit is selected. I might combine it to the line of sight tool.

Thank you I'll look into it.

Did the countdown on the upper right of your screen run out?

I'm getting an instant crash when I try to run the game. The window pops up for less than a second then closes.

I'm running windows 10, intel processor, amd graphics card (RX 6600).

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I commented a while ago that your game needs a flashlight and I think that's still true. I like your game, I hope that I'll be able to play a new level one day!

Thanks for playing! Art is by hirotonfa.

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Very nice game! Here's my feedback.

The presentation feels really polished and the gameplay is a lot of fun.

I tried to equip the blue ribbon but it disappeared. Not sure what happened. I had to restart.

If I were you the thing I'd focus on the most is making the character art and 3D models look better. (Particularly the faces on the 3D models)

The cutscenes are really well made and enjoyable.

The music is alright but a little generic.

You should make the items autoequip. Going into the inventory is not fun. Especially since you have to do it all the time.

Nice game. It's my first time playing since 3 and a half years ago. (Demo day 31). Looks like you've made huge amounts of progress. Here's my feedback and impressions that I wrote as I played the game.

Initial impression is pretty good. I enjoy the details like the rats moving around. I like that you can see your character's legs. Feels like a proper immersive sim.

I tried to climb the pile of junk to my left when starting the game and almost made it to the top but got blocked by an invisible wall. I'm a bit disappointed.

Please add a splash sound effect when walking into puddles.

I can't figure out how to combine the cassette player and the scrap log I picked up on the table.

The book font is hard to read.

Jumping to climb up the ladder is really weird.

Right clicking an aug  and selecting "equip" should actually equip it and not make the character hold it in her hand. Having to use the separate menu is unintuitive.

I tried to talk to the bartender and he attacked me.

My character fired her gun when clicking to use an ability.

I wish you could map your abilities to the bottom hotbar.

I'm glad the game doesn't have invisible walls after going outside. I like the freedom of exploration.

I wish the game would be more generous on the night vision battery usage because the game is really dark.

Have you played Babbdi? You should check it out if you haven't. It's very similar to your game. Could be good inspiration.

I like the diagonal elevator. You're probably aware but jumping is bugged when you ride it.

I can't find the objective but I love exploring the city and getting lost in it. Eventually found some subculturalists that shot at me.

This is a nitpick but shouldn't reloading the mosin nagant make you lose a round since your character immediately cycles the bolt after firing? (Played too much Red Orchestra 2).

You should disable more hud elements by default or make them semi-transparent to enhance the immersion. I noticed you added the options to do that, it's nice. The compass isn't really necessary, it should be more subtle.

Shooting guards with the mosin feels really satisfying, I like it.

The loud porn actor scream easter egg is a little funny but it's very annoying. I'd make it way more subtle.

I wish I could grab the coke bricks to sell them later.

There needs to be a way to manually rotate items in the inventory. If there was one I couldn't find it.

It's too easy to accidentally activate abilities that will drain your battery meter in 2 seconds.

I stopped playing after deactivating the subculturalist's fan and jumping under it. I had a lot of fun. Aside from fixing the ladders what I would focus on if I were you is making more obvious where your objective is. Being able to see it from outside a window near the start would be cool.

I got to flying my spaceship then gave up. I almost didn't write anything because I didn't play for long but I thought getting some feedback about the first player experience would be better than nothing. Take my feedback with a grain of salt, I might not be in your target audience.

I looped back to the first checkpoint.

Hey thanks for the feedback. I'd love to implement your suggestions, they're good ideas but I'll have to focus on issues with the core mechanics first.

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Nice game! I know you've been working on it for a while but it's actually my first time playing. 

The space combat looks fun. However I don't like getting lore dumped when starting a new game. The UI felt overwhelming. I couldn't tell what the icons meant. I might be too ADHD for this. If I were you I would start the player immediately flying in the spaceship so you can experience the meat of the game first, then the RPG stuff later.

I like how the city looks.

I could nitpick on some details like being able to do multiple jumps mid air but you probably already know.

I hope you find this feedback useful. I like seeing you post progress.

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Nice game! Here's my initial impressions and feedback that I wrote as I played the game.

I like the presentation. The intro logo is very soulful.

I like that you see the area name when you start playing.

The red and green confirm/cancel buttons look out of place but I guess they're probably placeholders.

Jumping feels unresponsive. I'm not sure if it's intended or not. It's like there's input delay.

I don't like having to use the mouse to attack since using the sword doesn't require aiming. Maybe it's because you unlock a gun later on? I hope you're going to add rebindable controls so I can use Z/X/C to attack and interact.

You should be able to close the menu and map mid-animation. Also, the animations take too long.

It'd be nice if you could have a map overlay so you can move while looking at the map.

Since you have to use the mouse, you should being able to click to advance through the tutorial screens.

I feel like a game journalist lol but I got stuck on A6-2 for a while because at first I couldn't see the thing you are supposed to hit. Then I thought it was too high to hit after trying 2-3 times. So I backtracked because I thought I missed an item.

You should be able to grab ladders mid-air.

I don't like how the character controls, in general. Being locked in animations doesn't feel great. I understand I might not be the target audience however, since this looks like a cinematic platformer.

After climbing the ladder I was moving the crate and I almost softlocked myself. My character got stuck between the barrel and crate and was jiggling left and right. I could climb down the ladder but when I climbed back up I was stuck again. Thankfully I could destroy the barrel by attacking.

Looking forward to see you make progress on this game, it looks really cool and ambitious.

Thanks for playing!

Thanks for playing! Yeah I know it's going to take a while. I've already been working on it for a long time. I had to redo the movement + pathfinding of the units from scratch several times after working on them for months. Someone more reasonable would have given up by now but I like this game project too much to quit.

>even if it's just for testing purpuses, add a X2, X4 speed

it's already there (page up, page down, home, pause)