Unofficial Review F.W.A ver.0.2
Visuals - Aesthetics and Ambience
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Furry Warriors Arena offers average design and terrain reminding the Blizzard melee map style.
Being very simple, the focus lies clearly on the gameplay.
Overall, you could add some scaling, make some bushes bigger, add some natural stones, give some variations of trees instead of massing them.
The terrain, offering a forest-like terrain, matches the heroes of the map, racoons and rabbits.
Playing the game genre, I do not expect it to have advanced terrain.
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Gameplay
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The game starts, an owl flies away and you get your hero, a rabbit or a racoon, depending on the team.
I was surprised due to the simplicity the hero offers. A simple auto-attack and a not aiming bolt like spell.
A very basic hero with small opportunities at the beginning.
Playing some time with A.I., it was a very steady game. The A.I. seems not very intelligent, using hardly runes or if they do, in cases they are under attack, a moment where they should rather deal damage to kill the enemy instead getting killed because they run away hoping to reach a far away little health rune.
The abilities one could buy at the shops are interesting, tho not very unique. Nonetheless, they offer each player to customize their heroes and to develop strategies for ability build.
Basically, Furry Warriors Arena offers simple arena gameplay with no great tension at the moment.
Tho, I have to say, this map is a base for being developed further.
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Bugs, Needs Fix, Glitches, Other things, ...
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- Highlight the damage of abilities, for example, make the damage value in the tooltip of Ultimate Throw coloured.
- The hero can attack the enemy 'Spawner' circle of power, you should probably make it invulnerable to not cause confusion.
- If I cast 'Ultimate Throw' on a very long distance ( like 1200+ range), it sometimes expires when reaching the aimed point instead of continue flying. You could make it more clear how far it flies, in what range it can be casted on, ...
- The bottom ability shop is accessible from the water area under the cliff. I don't mind as a player, but it seems illogical and unfair
- the middle tiles look very random, I suggest to remove the ones leading out of the middle area and replace them with a natural tile
- The hidden paths, in the bottom left and right top corner are not accessible, as the trees pathing block the way ( in case these hidden paths are intended to be accessible, what it looks like). To avoid having to try and to try, I suggest you to create a custom tree out of the existing one, to remove the pathing and create the pathing with pathing blockers.
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Suggestions
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You could think about this point: In arena maps, it is more challenging if you create not aiming spells so the player has to focus and shoot himself, like you already did with the 'Ultimate Throw' ability. You could greatly extend this to many other abilities, like the Storm Bolt, for example, maybe as well as the auto attack ( making it non-aiming, but like the shockwave, so players can avoid the attacks)
The items are very simple at the moment, you could think about adding a crafting system, which makes the whole map more complicated, or add more item variations.
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Result
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Furry Warriors Arena is a simple hero arena game that offers not many features at the moment.
Tho, I would like to say that it has potential.
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I vote for Awaiting Update
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