Finally!I also really liked that you have a retired army general (?) helping out with the strategic and tactical layers. I'm sure that'll give the game a ton more depth. I'm personally super fond of having to take care of logistics. I loved Hegemony: Gold because of that. You had to keep food caravans near your troops or they'd starve, and guerrilla tactics against said food caravans were a totally legit strategy!
Anyways,
I got to try the game out for a few seconds before I left for work. Wohoo, go go one week infiltrator status! Here are my impressions from 10m of play!
- The tutorial glitched out
- Despite the interface being a little buggy, it is intuitive and makes sense.
- Within those 10m, I had some cruisers up in space around my homeworld, so it's easy to get into even without a tutorial.
- I'm not one for visuals, but the 2d art is
amazing - specifically the character portraits that I've seen so far, and the building sprites. The voice acting was also pretty good!
- The 3d is functional and nice, though it doesn't feel like a game that you'd zoom in for the eye candy. You'd zoom out for a tactical view so you can SQUASH your opponent!
I am insanely excited to try out research. For some reason I was unable to build a research station just yet, but there's some planets around me that I plan on colonising when I get time.
Some suggestions:
- Mousewheel shouldn't make menus disappear. This is really confusing and was what glitched out the tutorial
- Menu buttons for menus that aren't there yet should be temporarily greyed out.
- It'd be great to zoom out in planet-building mode
- Not sure the entire placement of buildings in a planet is worth it, unless that hex grid is going to be used for other mechanics later. Right now it's impossible to really optimise placement, and scrolling around to place buildings feels moot. Though they are pretty!
There is so much potential to this game, seriously. Can't wait