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(+1)

I had seen your game floating around and was excited to finally get around to playing it. Very cool concept. Plays like Into the Breach combined with tower defense. I find this game really interesting and I hope you don’t mind me spilling my thoughts (feel free to ignore, honestly!). I’ll try to avoid any comments that have been made already.

I discovered the KING glitch on accident, then started fresh and beat the game using only SHOTs, then played and beat again without using any SHOTs.

The whole idea of modes for metals is interesting, but I found myself almost never switching modes. I’d say a big reason is the 3-turn lock; imo staying in one mode and focusing on its playstyle is simply easier than the hassle of switching modes only to regret it a turn or two later.

Being able to explore/uncover the map was really neat. From a visual standpoint, I think there should be a clearer change in what a tile looks like before and after it’s been “uncovered.” Also, once you’ve sent a metal into the depths of one maze-like branch and defeated the hives there, it feels useless and just sits there (unless you feel like wasting a bunch of movement grit). I really liked that units like the ROOK can only push one unit into the darkness but can move back into known territory two spaces. Helps combat that issue a bit. Otherwise maybe being able to scrap a metal for resources could be useful?

Healing seems to have very little use since enemies don’t attack metals off the track (except for the flying guys). It makes me wonder why the ROOK is the only metal with self-healing, yet it comes with the most HP—I cannot imagine a scenario in which I’d need to use it.

I found the flying enemies to be very overpowered, at least compared to the metals’ abilities. Travels over barriers and heads straight for the base, moves multiple spaces, and damages metals in its path.

There’s some info that’s always shown that could probably be hidden. In my experience a small amount of the game is spent launching metals, so I don’t know if the UI for launching them needs to be on-screen for the entire game. I’m not sure why the launch cost for metals is shown on the upgrade page, considering it’s already been launched. On the topic of upgrades, I only found myself needing to upgrade damage. Any other metal upgrades (especially upgrades to special abilities) seemed expensive for little reward. Dice upgrades also seemed too expensive for the return on investment.

Again, I love the game mechanics and concept. The entire aesthetic is excellent. I am super envious of your choices for SFX and music (thank you for introducing me to Ruskerdax!). I bet you have a lot of interesting ideas up your sleeve and look forward to seeing your game develop.

(+1)

The feedback is always useful, so no worries! But all of these things are actually being tackled. Though confirmation on the issues is helpful since it solidifies what I've been choosing to fix, and how to fix them.

KING was a bug, which has now been fixed in the full version I'm now working on.

SHOT was OP and just needs some nerfs/balancing.

I may separate the armors so each has its own, as well as other ideas I'm cooking to give more incentives to swap. I did consider just taking out the swapping altogether. But with the newer changes, as well as some stuff I'm going to test, and how the idea was to mix movement Modes with Attacking modes, I may keep it.

I need to add more details to split the undiscovered and discovered. Saw that when someone was playing, and they thought they uncovered a spot which happened to also have a Hive. lol I DO want people to miss a Hive while moving, but not because of being mistaken for a discovered tile. I want the experience to be, "I don't need to go back for that clearly undiscovered tile. It's one tile. What's the harm?" I am also adding a new mechanic to deal with the "Metal at the dead end". I am also going to MAYBE allow scrapping a Metal, but I might make it more as a way to free a slot than recover resources. But there can be strategies in gaining resources, so it might be a little amount.

HP was a side-addition due to how the design was building itself, but grew further.
The process was:
- You can move a Metal.
- Can Metals move onto the path?
- To cross the path, yes, especially since some only move 1 space.
- You can move a Metal onto the path.
- Should enemies damage a Metal if the Metal is on the path?
- Add HP so Metals can be damaged as an added risk.
- But HP doesn't feel significant enough.
- Add events that can damage the Metals so HP now plays as a new resource to keep an eye on.

The issue was more balancing the Events and the HP. The most destructive event (Scrap Storm) was actually nerfed just before the deadline because someone said it did too much damage. I ended up nerfing it too much. That'll change, and there'll be new special enemies that deal damage to Metals not on the path.

The flyers are probably the biggest threat. I even purposefully designed it to where you'd have to explore to see the other side of the wall to see them coming. But this is another balancing issue. Things like making them slower, weaker, less HP, etc to get them just right. As well as variants with better/weaker stats.

I just wanted to fit it all on one screen, so the Launch info was always there. But it's changing to a tab that you click to go between Metals and Launching, which gives me more room to add new mechanics in the menus.

Upgrades were kind of tricky, and they weren't as strong as I set out for them to be. Like fire is a joke, and though neat, is too underpowered. I am fixing that- as well as a lot of the chance stuff and all that. Although, the two main upgrades were damage and range. I am tweaking the upgrades though and making each upgrade fit their playstyle more, as someone wanted FROGs to be a viable strat, which has led to focusing each of their upgrades to cater to strategies- but not TOO much. I still want players to mix and match them.

Balancing the dice is probably one of the bigger things I didn't know how to do. I've learned a little more about how I'll change things up from watching people play and am changing some of the dice mechanics due to it. But yeah, a lot of balancing was needed, but I didn't have enough time to dedicate to it. But now I DO! :V

Rusterdax is amazing. I have so many of his songs downloaded and they work amazingly well for atmosphere. But if you wanna see more of my stuff, I have some unfinished things in my profile. I'd recommend "Knight of the Living Dead", "Medieval Dead" (Which is a full demo), and "Tim's Paradice".  Tim's Paradice is where I discovered my animation trick for dice, though all my old stuff could really go for some touching up with my current dev skeelz.

But all in all, the feedback is useful! Thanks a ton for the kind words and thanks for playing Metal Mode! :D