crow_riot said:
we're treating things differently in paperwars, we didnt clone the mechanics of advance wars.
each building has health, like a unit. and if you take down the health of a building to 0, it gets capturable. no matter if a unit stands beside it or not. you just cant walk onto a building and recapture it. also, the buildings do not influence the surrounding units, but each of them can actually heal a unit.
we did not intend to actually did not create advance wars in 3d, so don't expect that
anyway, we're always open to input that helps us in making the game more approachable! so i'm definitely looking forward to you comments+critique
I took Advance Wars just as an example. Of course there is no need to copy its mechanics (even if it has some interesting elements in, like the different Commander Skills etc.
)
Cities were a great strategic element in AW so I asked. So in your game, I have to defend a city "from outside" and kill the Attacker before he can take over the city, sounds also like a nice Idea.
Do you plan more different Units or are the current units the only ones?
EDIT: OK, My Pandora is back and I finaly was able to play Paper Wars. Pretty nice game, and fluid too.
I played until the game freezed, Memory Leak maybe? ^^" I was not able to finish a game yet, maybe I just need to long. Even when I had every building, enemy still can build units like mad, does the CPU cheat? The 3-Moves-Limit is not easy to learn, it takes ages to move new units to the front, and you can't defend the front correctly when you have to move and heal other units. Makes the game insane hard with more than a handful of units, I guess Paper Wars is designed to only have a few units or so.
The Pandora Touchscreen is quite unresponsive in Paper Wars, I have to klick hard and long and often need lots of clicks until something happens, I wish it would be faster input detecting, hope this can be adjusted.
During combat, I guess I noticed that the Enemy still can fire, even if he is actualy dead, because HP are reduced only at the end of the round, I would prefer that an enemy can't fire and instantly vanishes when its HP are 0.
Or at least that HPs are instantly reduced. Displaying stuff like "critical Hits" with special Graphics or so would be also nice, if crits exists of course. ^^
The Game needs more ingame feedback, I don't see enemy moves outside of the camera, an option for displaying enemy moves (camera move to place of enemy action and then back) would be great. More Usage of gaming buttons also would be nice, switching through Units etc...
Can I actualy heal Buildings? Also, nice feature would be if Units can pass directly through Cities, at least captured Cities. At the moment you have to move around a city even if it is yours.
The Map itself is not that good balanced IMHO, at least not fo a game with a Move Limit of 3. Orange has a clear advantage over the terrain and blue has a hard task to do with sending troops to the enemy base or to other buildings. It should be tweaked here and there for better "game-flow".
But the game is on a very good way. Makes a lot of fun already. ^^
EDIT 2: I forgot one thing: When you do 3 Shots with one unit in a row for example, there should be 3 shooting animations instead of one, makes more fun I think. BAM!-BAM!-BAM!