Hi, I like the simplicity of the map. It is definitely fun to play. I think the air unit thing is still an issue. One way to cope with that is maybe giving a random orb at the beginning of the game. Also, have you thought about 2 or 3 hero versions of the same map? This way maybe you can ensure one of the heroes is always ranged or something like that.
I have a few questions that some of the answers might be helpful to for people who will play the map in future.
1- Do the riftlike buildings spawn units indefinitely or do they have a "food" limit? If there is a limit then the player can know if they are not doing well they should run away without big losses and engage later.
2- About the random units player will be assigned, will they always have uniquely different weapon and armor upgrades? For example, can you have a militia and a knight as units?
3- Can you change upgrade times?
4- Because of upgrades, I feel like the game is pushing me to play with few types of units only out of 2+3+3 units. Is it possible to make upgrades cost nothing or get cheaper (as more rooms are opened, town hall is upgraded, other unit type upgrades has been finished fully).
Hi Tuonela! Thank you for taking the time to give me your thoughts on this badboy! I have not been making maps for a couple of months now, and I had just been toying with the idea of coming back when I got this notification.
1- The rifts spawn up to a maximum, which is much higher than the initial spawn. I agree that a system should be implemented to show the player how they are doing, or the spawning system should be overhauled dramatically. I am currently deciding how I want to do that!
2- The units are organized into "tiers" of unit, which can have overlapping upgrades. A Tauren and a Grunt, for example, are a tier-1 and tier-3 unit each, respectively. The intention was that the player would invest into the upgrades for whichever units they randomly got, which is why all of the upgrades are available, however I feel that the system is a little clunky and am currently brainstorming some ideas as to how I might smooth it out.
3- The upgrades are pretty clunky in their current state and I intend to change how they work fundamentally.
4- Yes, this is exactly the reason I feel the upgrade system is so clunky. The intention is to force the player to make choices about where they spend their resources, but there is a difference between asking the player to make a choice, and simply bothering the player with clunky mechanics. I have a few good concepts I'm going to experiment with.
I'm not exactly sure how I am going to proceed, but the current state of the map is not satisfactory to myself, and I am going over the basics to see what I want to do about it. It's...very nice to see so many people downloading the map and some even bothering to give such detailed feedback.