- Joined
- Nov 24, 2013
- Messages
- 3
The Game is excellent overall, and I enjoyed it.
Things I like:
1. There are many starting options to choose from, (1 vs ai, 2 vs ai, 2 vs 2, free for all). The tutorial is especially well designed and does help alot for new players.
2. I wasn't a previous dungeon keeper 2 player but I could see how this special gaming interface could be very fun to play with. The idea of digging your underground hive empire is fun and creative, as it allows you to ponder what is a good layout of your rooms to maximize efficiency, and to wonder how could you set up the traps and dig out a maze to fit your traps so the incoming waves can be easily defeated.
3. The creature emotion/desire system is a genius implementation (not sure whether it is a copy from dungeon keeper but that doesn't matter). I especially like those 'hungry' (big mouth sharp teeth) 'angry' (red sad face) 'unhappy' (yellow mild face) 'dizzy' (sleepy Zzz) and 'to battle' (crossing swords) symbols that really make the game shine. This system allows the player to easily understand what is happening (if you see big mouth sharp teeth you better feed it) and also entertains the player with a group of useful creatures with rich emotions.
4. The fact that drones will automatically do a set of very complicated jobs given only some simple player instructions is amazing. The creative life bar design of all units tells me that the author has put some serious work into the design of this game.
5. I laughed sooo hard when I see a drone quickly dragged an abberation corpse away from the battle ground.
Now some suggestions for improvement or things I don't enjoy as much:
1. The game is unbearably laggy. It starts off alright and quite smoothly, but as the number of drones and creatures rise, it will quickly escalate into a very unenjoyable laggy game. When you have 20+ drones with 20 max creatures from a nydus, issuing a dig command takes 15 seconds.
2. The automatic nature of drone jobs is great but need a better priority setting. For example, drones will always try to dig out all the selected ground before laying creep, also they will prioritize delivering minerals to the base even if the base is very far away and there could be some tasks nearby. You could argue for the opposite that the player needs minerals more at certain times but it always depends on the situation. Therefore, it would be a good idea to allow the player to set the drone priority.
3. Drone again. When enemy waves come in, there is a high chance that many drones will run in to them and get demolished. Therefore it would be good if there is a hotkey (or an ability) to allow the player to summon all drones to a set location (like a pheromone ability on the drones only). Or more creatively, (like in age of empires) drones can get into the hive and arm it so the hive become an attacking structure only when garrisoned by drones. The damage scales with the number of drones inside the hive.
4. I find sometimes the number of creatures EXCEED 20 when the max number of creatures you can get from a nydus is 20.
5. Once the nydus is activated it automatically spawns units, therefore you need to quickly make training rooms, libraries, and furnace before all of your supplys are occupied by creatures like zergling and mutaling. Once you reach 20 creatures and you still don't have pygalisks, fatty or abberation, then you will never get to research trap points even if you do have furnace built(but possibly too late). As a result, my suggestion is that you can disband your creatures without having to spam right click them with keeper's hand to make them unhappy and leave. Or even better, allow the player to set a maximum number of a certain type of unit that they want.
6. For multiplayer such as in 2 vs ai, you cannot build traps or rooms on your ally's creep, I think it could be better if you can.
7. In the current tutorial mode, if you researched the level 2 furnace before building the spore cannon, you will not complete the mission.
8. Traps. Right now, when you set up traps, sometimes their icon become invisible (possibly because of interference from the background creep) eventhough you know you set it up there. This is troublesome to keep track of where you have set up the trap.
*Edit: This turns out not to be a problem at all if the player is playing at high graphics setting. However, the richness of the colouring and complex environment details can be quite distracting for newer players.
9. If you have a trap set up behind a wall, enemy marauders cannot damage it even if they are shooting at it. However your spore cannons can still shoot and damage the marauders.
10. After researching all abilities/traps to +2 the creatures still keep generating more research points and wasting minerals and only stop at 20000 points. This is very undesirable. Player should be able to control whether they want their creature to keep researching or not.
11. It could be better if there is a hotkey so you could have all creatures selected and stored on the keeper's hand without having to spam click all creatures from the army's tab. (ie. shift left click to select all mutaling from inside the army tab).
12. I don't know if this could help but giving more information about a unit will be more interesting and useful. For example, when I click on a hydralisk, I can view it's health, attack damage and etc. In this way, I can see how good it is vs a same level fatty. Or I could compare between the same creature but at different levels.
13. Feedlings should also be included in the army tab so players can quickly select them and feed them to hungry creatures.
14. The crafting speed of traps is dependent on the number of abberation/pygalisks/fatty you have but the player has no idea how quickly the next traps will be built. Maybe there could be a status tab for trap creation.
15. When the player's ally is defeated, the ally's minerals should be given to the player or at least become collectible by anyone.
16. Drones will lay creep to the first layer of wall beside dug space. This 'creepified' wall is considered a friendly structure and the player will be warned when enemy is attacking it. This is all great design but an inconvenience is that when you order drones to dig for more space, you cannot tell whether you have selected the 'creepified' wall too to be destroyed. As for normal wall, you would see them highlighted in green when you select them to be dug.
*Edit: This turns out not to be a problem at all if the player is playing at high graphics setting. However, the richness of the colouring and complex environment details can be quite distracting for newer players.
Can't think of more to say but I will post more if I find anything worthy of mentioning.
Thank you for the game, you made today a fulfilling one for me.
Things I like:
1. There are many starting options to choose from, (1 vs ai, 2 vs ai, 2 vs 2, free for all). The tutorial is especially well designed and does help alot for new players.
2. I wasn't a previous dungeon keeper 2 player but I could see how this special gaming interface could be very fun to play with. The idea of digging your underground hive empire is fun and creative, as it allows you to ponder what is a good layout of your rooms to maximize efficiency, and to wonder how could you set up the traps and dig out a maze to fit your traps so the incoming waves can be easily defeated.
3. The creature emotion/desire system is a genius implementation (not sure whether it is a copy from dungeon keeper but that doesn't matter). I especially like those 'hungry' (big mouth sharp teeth) 'angry' (red sad face) 'unhappy' (yellow mild face) 'dizzy' (sleepy Zzz) and 'to battle' (crossing swords) symbols that really make the game shine. This system allows the player to easily understand what is happening (if you see big mouth sharp teeth you better feed it) and also entertains the player with a group of useful creatures with rich emotions.
4. The fact that drones will automatically do a set of very complicated jobs given only some simple player instructions is amazing. The creative life bar design of all units tells me that the author has put some serious work into the design of this game.
5. I laughed sooo hard when I see a drone quickly dragged an abberation corpse away from the battle ground.
Now some suggestions for improvement or things I don't enjoy as much:
1. The game is unbearably laggy. It starts off alright and quite smoothly, but as the number of drones and creatures rise, it will quickly escalate into a very unenjoyable laggy game. When you have 20+ drones with 20 max creatures from a nydus, issuing a dig command takes 15 seconds.
2. The automatic nature of drone jobs is great but need a better priority setting. For example, drones will always try to dig out all the selected ground before laying creep, also they will prioritize delivering minerals to the base even if the base is very far away and there could be some tasks nearby. You could argue for the opposite that the player needs minerals more at certain times but it always depends on the situation. Therefore, it would be a good idea to allow the player to set the drone priority.
3. Drone again. When enemy waves come in, there is a high chance that many drones will run in to them and get demolished. Therefore it would be good if there is a hotkey (or an ability) to allow the player to summon all drones to a set location (like a pheromone ability on the drones only). Or more creatively, (like in age of empires) drones can get into the hive and arm it so the hive become an attacking structure only when garrisoned by drones. The damage scales with the number of drones inside the hive.
4. I find sometimes the number of creatures EXCEED 20 when the max number of creatures you can get from a nydus is 20.
5. Once the nydus is activated it automatically spawns units, therefore you need to quickly make training rooms, libraries, and furnace before all of your supplys are occupied by creatures like zergling and mutaling. Once you reach 20 creatures and you still don't have pygalisks, fatty or abberation, then you will never get to research trap points even if you do have furnace built(but possibly too late). As a result, my suggestion is that you can disband your creatures without having to spam right click them with keeper's hand to make them unhappy and leave. Or even better, allow the player to set a maximum number of a certain type of unit that they want.
6. For multiplayer such as in 2 vs ai, you cannot build traps or rooms on your ally's creep, I think it could be better if you can.
7. In the current tutorial mode, if you researched the level 2 furnace before building the spore cannon, you will not complete the mission.
8. Traps. Right now, when you set up traps, sometimes their icon become invisible (possibly because of interference from the background creep) eventhough you know you set it up there. This is troublesome to keep track of where you have set up the trap.
*Edit: This turns out not to be a problem at all if the player is playing at high graphics setting. However, the richness of the colouring and complex environment details can be quite distracting for newer players.
9. If you have a trap set up behind a wall, enemy marauders cannot damage it even if they are shooting at it. However your spore cannons can still shoot and damage the marauders.
10. After researching all abilities/traps to +2 the creatures still keep generating more research points and wasting minerals and only stop at 20000 points. This is very undesirable. Player should be able to control whether they want their creature to keep researching or not.
11. It could be better if there is a hotkey so you could have all creatures selected and stored on the keeper's hand without having to spam click all creatures from the army's tab. (ie. shift left click to select all mutaling from inside the army tab).
12. I don't know if this could help but giving more information about a unit will be more interesting and useful. For example, when I click on a hydralisk, I can view it's health, attack damage and etc. In this way, I can see how good it is vs a same level fatty. Or I could compare between the same creature but at different levels.
13. Feedlings should also be included in the army tab so players can quickly select them and feed them to hungry creatures.
14. The crafting speed of traps is dependent on the number of abberation/pygalisks/fatty you have but the player has no idea how quickly the next traps will be built. Maybe there could be a status tab for trap creation.
15. When the player's ally is defeated, the ally's minerals should be given to the player or at least become collectible by anyone.
16. Drones will lay creep to the first layer of wall beside dug space. This 'creepified' wall is considered a friendly structure and the player will be warned when enemy is attacking it. This is all great design but an inconvenience is that when you order drones to dig for more space, you cannot tell whether you have selected the 'creepified' wall too to be destroyed. As for normal wall, you would see them highlighted in green when you select them to be dug.
*Edit: This turns out not to be a problem at all if the player is playing at high graphics setting. However, the richness of the colouring and complex environment details can be quite distracting for newer players.
Can't think of more to say but I will post more if I find anything worthy of mentioning.
Thank you for the game, you made today a fulfilling one for me.
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