I really like both the theme and the graphics, but I have to admit that
the game currently feels very static. I have some ideas that might help,
but for obvious reasons I didn't test them in this particular game (but
some of them worked very well speeding up the game in z-day).
* limited-time invulnerability -- there is nothing giving you better feeling
of power and encouraging demolition than being a god for a limited time. The
time limit also encourages fast acting, while being invulnerable lets you do
less planning. In Z-Day there was a Chainsaw item that automatically killed
any zombie that tried to attack you -- but it only had fuel for 3 uses in
total and was quite a rare find.
* diagonals -- currently the game is mostly about staying out of the shooting
line of the tanks by moving in rather intricate and well-planned patterns
and doing the usual "let them come first" dance, which is even harder without
the wait command (fortunately destroing a building works well for waiting).
Diagonal attacks (not necessarily movement) minimize the amount of dancing
that you must do and let you play much faster.
* running/jumping -- another way of breaking the cursed dance, but without
removing the tactical challange in the process, is to allow some special
movement modes. In Z-Day I had a "vault" command that let you move by two
squares at a time, but used up a little of your precious life (actually
stamina, as the health system was weird there). This lets you concentrate
on attacking for a while, and then run away from the hot area.
* healing -- make moving forward safer than staying where you are. I just
had a map like this generated:
#.... >
#..==...
@...=#..##
. .. .=
Where "=" mark the spawning points, that immediately spawned one tank each.
I can't see any way of playing that wouldn't earn me at least 3 hits, especiallywithout the "wait" command. So it would be nice to be able to say "OK, there
is no way to avoid getting hit, so I will just storm forward and that will let
me recover that health".
* destroying spawning points -- right now when you pass a spawning point, it
still poses a treat -- especially since the spawned tanks can get you from
across the whole map. The only defense against it is to carefully plan your
way to leave as many buildings standing as possible to shield you from them.
That's not what the monsters do! If you can disable a spawning point, at
least temporarily, then moving directly towards them makes much more sense.
* shielding -- another solution to that problem would be additional shielding.
Either trees that let you pass without demolishing them but shield you from
the missiles, or some rubble you could throw behind you to give you some
cover, or maybe some of the ruins would burst in fire and smoke that blocks
the line of sight...
* timeout -- a direct way to make the player hurry -- just keep a timer and
make his life difficult when it runs out -- maybe have some small airplanes
or helicopters appear above your head and nib at your health counter slowly?
Of course those are all just suggestions and you have to test them to see if
any of them is any good in your particular game.
From the few games I played so far it seems that the most precious resource
you have to manage right now are the buildings to demolish -- because that
allows you to skip a turn without moving and gives you an edge in the dancing.
Also, if you use the fireball a second time, the game stops responding to keys.
Probably some bug you have there.
Can't wait to play the finished game!
--
Radomir Dopieralski,
sheep.art.pl