Balance & Economy

Summary
After beat all dessert mission I have a few thought about a game. Warehouse: On warehouse there are 2 back button2, on left corner and yellow button, the second one is not needed Robo descriptions are not really helpfull Robo should have more identifity - for now there is no real difference between robo / weapon setup, everybody can use everything, e.g. all plasma classes have the same default attack range for rifle (4) - Sniper should have additional range or other classes +1 of energy cost when use a rifle. It would be better if Robo class are specialised in weapon type Robo could have armor, e.g. tank 40% reduction, shooter 20%, sniper 0 Skills really are just a items, so that would probably be a better name for it, then Robo could have a skills - like tanks could have charge, sniper jump, shooter hook, or it could be another items that allow robo to gain one of skills. Game Into the breach could be a inspiration Maybe more weapon types? Missions: Player levels do nothing - in other mobile games levels give you max energy (+1 / level) then missions could cost more energy There is no way to train other Robo, maybe missions would always give a exp or exp per Robo Mission could have a difficulty (normal / hard / very hard) - more replayability Some missions forced you to use rifle, you should be able to complete every mission with any weapon Maps are empty, more items, decorations, anything would be nice. On desert: quicksand, dunes Drones should have more functions, the first time I used it was probably in mission 27 Buildings buffs are too weak - later tank have 3k+ hp, 100hp from building is nothing, it should be at least 30% - same for other, and probably would be better if they will be usable only once - then there will be a purpose to use them - for most missions they are useless Robo / drone / enemy miniature on right side of screen - on click we can see stats also it should display max move range (like in heroes 3) Restart button on mission You should be able to close mission popup Tutorial could be longer and explain more mechanics (blocking damge by dron / wall, attack range / explanation of all buffs) Will be good to make a questionnaire for testers to find a quit moments (probably mission 9 is one of them) I think thats all for now. Hope something will be helpful
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