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(2 edits) (+2)

Some feedback:

  • The unit placement treats all clicks as placing a unit – when I try to change menus or right-click, it places the currently selected object.
  • Some of the cheat codes may work as regular actions if you add a plastic cost.
  • It may be interesting to add slight variation in height, detail, and color to simulate the usage of multiple different sets of plastic army men.
  • The bugs and zombies should use melee attacks, not ranged. Spiders should spawn webs, and both bugs should be able to climb walls. Zombies converting non-undead to undead would make dealing with them much harder. Adding rideable, friendly forms of the bugs would be an interesting addition, especially if you added extra armor for these rideable friendly bugs.
  • In certain levels you use slight variations on real-life brands on objects. I recommend creating new and original branding for those objects. This will make them stand out, while improving originality.
  • An aerial unit needs to carry objects, like the bucket of army men and the magnifying glass, from a friendly hub to the intended location. This makes it harder for teams to attack hubs by making them stoppable, while giving players a warning, and makes these units fit better in the game. It also forces players to think strategically about their usage as well, because these special units currently can attack opponent’s hubs directly.
  • Currently, aerial units do not stray far from the ground.
  • Allowing one builder for non-green teams to match the player’s respawning, would level the playing field. Allowing invincible buildings could be useful for setting up endless games in the sandbox mode.
  • Some levels have nations placed in areas with only one easy entry point. This is can be unfair. Additionally, The base map for sandbox has the player’s hub in a horrible place, because builders do not grasp that they can go over the edge, spawning things on a very small part of the map that is otherwise inescapable.
  • The ability for builder AI to place hubs would be useful for endless games.
  • In certain cases, you ‘locked’ the teams to a certain area in the map. This disadvantages nations ‘locked’ in places with no strategic advantage and prevents nations from recovering by moving to a different area.
  • The AI do not seem to register the location of friendly troopers. A builder caused vehicle units to get stuck in a stream of soldiers going the opposite direction when it placed a wall, blocking half of a path in the map “Home”. I noticed that the AI soon abandoned the path altogether, and that the AI did not recognize a secondary, easier path until I forced them to in the map “Home”.
  • Currently, you cannot switch the nation of your player in Sandbox mode.
  • In several cases, it is possible to place overlapping buildings and buildings that overlap with the ground.
  • Add an option for persistent debris. With this option toggled on, Players and AI must get plastic from the debris, via mining or carrying it whole to a specific place.
  • Injury and semi-broken objects would be interesting.
  • The current naming system confused me at first. Possibly change naming to the format “Rank ActualLastName (Job)”, like Private Doe (Medic), and for vehicles, list the names of each person under the format “Rank ActualLastName” in the vehicle, followed by the name of the vehicle, like Private Doe, Private Angle, and Private Lee (Helicopter). These last names should be random.

That's alot of feedbacks and suggestions in a very detail too!

Thank you alot, will look into it for some future update!

and Thank you once again :D

You are welcome.

(2 edits) (+1)

I would like to report some more bugs in recent versions:

  • The overlap capability is somewhat worse. At one point in an earlier update, I and several builders placed about 10 buildings in the same place, with many suffering from rotational glitches.
  • The plane's AI should not do abrupt changes in direction. Subtle directional changes are more accurate and less powerful.
  • As with the mech in earlier updates, the bomber can have too much control over the tide of a battle, turning the game into a bomber spawning war between the player and AIs.
  • Builders do not stop building, even after winning a game or being told to idle. Additionally, they work on a separate resource pool. Forcing players and builders to work on the same resource pool will force more strategic usage.
  • There is no way to coordinate builders strategically. This will allow for builders on both players and AI to create more strategically and will reduce the need for a hard limit on builders since the player will be responsible for crashes.
  • Opening this program and the "Groove Music" music application that comes with windows simultaneously crashes both programs and causes flickering on the screen.
  • Potentially setting up an AI tactic in Sandbox of limiting placed buildings to a certain distance away from enemies and pulling back when they push to that distance is another way to allow endless wars in Sandbox while allowing opportunities to optimize battles (Builders staying at base, only a small number going to the front lines).
  • The store is completely broken.
  • I notice there is a tendency on the picnic map for all AI to swarm the shed, even if a minimal benefit comes from swarming it and, in some circumstances, it is on the opposite side of the map.
  • Sound also seems reversed for this game.

Thank you so much with alot of feedbacks

and noted all of them!

(+1)

Thank you, and your welcome.