As a well known modder in the old Stick Soldiers community of the early 2000s, I really got a kick out of seeing the helmets fly! I'm really floored by the individual take-control feature for what is essentially an RTS-like. It reminds me of Battlezone-like games. The flying bodies and high-pitched voices are hilarious! The point system for upgrading characters and the dynamic accuracy cone are really cool, too! The aesthetics rock and everything is really well taken into account. Frankly, this game reminds me of a PVP sort of version of Infested Planet, or more specifically, its defunct predecessor, Attack of the Paper Zombies.
Is this game still receiving work done? I have some thoughts, if so:
- The game feels wanting, audio-wise. I would add the following for real immersion:
- Footstep sounds, at least for your character and nearby ones whenever you're not controlling a building
- A reload sound
- A dodge-roll sound
- A grenade-throwing sound
- Aircraft sounds
- A tree-shaking sound when a tree gets hit (as well as a tree-tearing-down sound)
- A sound when parachuted objects touch the ground
- A sound when getting into/wading through water
- Pickup sounds
- Some things about the art could be enhanced, too:
- Sprinting should have a more exaggerated movement animation; it's a bit awkward to simply see your character move a bit faster but with zero change in the animation to emphasize it.
- The direction in which you roll should be the direction towards which you're going with WASD, not where you're looking with the mouse; it currently looks awkward with backwards rolls.
- Muzzle flashes in the cartoony style would be great!
- Brief pools of blood that collect where bodies are, instead of only spatters, would make for a more realistic touch. The bloody water is already very cool!
- I would slow down the movement animation when wading through water; it looks awkward to still look hectic otherwise.
- I feel like the leg-scurrying animation when prone is also too fast and doesn't really fit, given the speed of the characters.
- Enemy behavior: it's kind of awkward to see prone enemies slowly crawl all the way back to get ammo, when I could run up to and execute them in front of their faces. When they are out of ammo, even if they have previously been shot at they should be locked out of prone position as an option, and run and roll as much as possible (if AI can roll).
- The UI:
- I would make the map still zoomable, even when you take command of a building (although the initial zoom-out is fine), mainly because I couldn't read what the signs are for the building I'm taking control of! Maybe if those box options were doubled in size, then that'd be fine.
- A hotkey for a full spectator mode would be a delight!!
- The tooltip popups are very small on my 1600脳900 screen; some of the letters actually get cut out, pixel-wise, making them hard to read. If the tooltips could be made twice the size, that'd be great.
- Quality of life ideas:
- I would add in the tutorial the fact that you can cancel a grenade throw by left-clicking. I'd also mention the scroll wheel right from the start (I don't think I saw it). A final message saying "That's it for tutorial missions!" would be nice because I wasn't sure if those three were it.
- A brief explanation of bleeding would also be nice, as well as, uh, noting that there's almost no way to stop it apart from the ultra-rare medical kit drops...
- An explanation in the tutorial about special weapon boxes and why nothing happens when you walk over them as the basic rifleman would be helpful too, as that was confusing at first.
- A "friendly fire!" warning when you hit one of your own men would be nice.
- If you enter a building while prone, you should step out of it while standing up. It's a bit awkward to exit still prone, then press Space to try to stand up, only to enter the building prone again.
- It's kind of awkward when a mission starts that has only one character on your side, but you have to keep remembering to left-click. It would be nice to automatically be in control of that character from the immediate beginning.
- Bugs:
- I somehow ended up looking like this, yet was fully controllable. I'm not sure of what happened... https://imgur.com/a/2dUpklR
- In that same scenario above, I was able to continue moving around and killing enemies despite the "Defeat" screen showing while they just stood there and didn't try to attack me, which was awkward. I would suggest that, at the moment of defeat, the game launch into a full spectator mode and strip you of character control while the battle goes on until only one side has any characters left.
Now, I want to make sure that you know that even despite all these thoughts, this is a real indie gem that I've enjoyed very much, and that it's super-cool that a campaign/map editor is included!