- Joined
- Nov 12, 2018
- Messages
- 158
Azeroth Roleplay
Is this for the contest or is the usage of Tanaris here a coincidence?
edit:
nvm i can't read
edit:
nvm i can't read
Last edited:
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
(1 ratings)
Approved
| Strengths | Weaknesses |
|
|
| Botani Worker | Botani Soldier | Botani Archer | Botani Vanguard |
|
| Basic ranged unit Can learn Spawn Podling, Improved Bows, and Barkskin |
|
|
|
| |||
|
|
|
| Mandragora | Gnarled | Genesaur |
|
|
|
| Fertilizer | Ancient Growth Sap | Nature Orb | Staff of Regrowth |
|
|
|
|
Lord of the Everbloom |
Forest Warden |
Overlord of the Primals |
Bloom Guardian | |
| Infest Corpse: Raises an Infested from a corpse. Max 5 | Rejuvenation: Restores HP and mana to a unit over 12 seconds | Grow Feral Lashers: Grows Feral Lashers from an area of trees | Cultivate: Grows trees from a corpse | |
| Grow Vampiric Lasher: Turns a tree into a Vampiric Lasher that slows and damages nearby enemy units | Awaken Ancient: Turns a tree into an Ancient | Font of Life: Creates a Pocket Factory- type unit that spawns Podlings, Infested, and Treants | Swamp Maw: Turns a tree into a Swamp Maw that summons Roots to attack enemies from corpses | |
| Razor Lasher: Summons a Razor Lasher ward to attack enemies | Spores: A stand and channel spell that prevents enemy units from attacking; effected units become Infested and take DoT; when they die they turn into trees | Splinter: Splinters a tree that deals AoE damage to enemy units nearby | Recycle: Sacrifice an Ancient to restore HP to nearby friendly units | |
| Grow Roots: Lays down Roots on the ground. Roots cast Entangling Roots, produces corpses which can be grown into trees, and can Spread Roots, growing another Roots unit | Composte: Deals 40 damage per second to a unit until it dies; when it dies it creates 5 corpses for use | Nature's Blessing: AoE healing that restores 50 HP per second for 10 seconds | Mass Entangle: Casts Entangling Roots over an area |
| VS] When Vinz and Spellbound makes something together on Warcraft 3 |
| S] Great, elegant, extra thicc, easily hooks the mind |
| A] Good. Nothing much to say except nitpick |
| B] Genuinely OK, but can be better in many ways |
| C] Average. Not bad, not good. C- would be "meh" |
| D] Flawed, or insignificant |
| E] Unstable, badly made, or just broken |
| F] Fatal error, ruins the rest |
| Aesthetics D+ (How well the graphics blends with Warcraft 3 while being elegant) This is very vanilla and quite a mixed bag. Most of the stuff comes from Night Elves and many abilities could benefit from custom icons and effects. The treant worker is faulty as it plays odd sounds during lumber animations. Some spawned models also comes with static birth animations. Doodads as buildings is very cheap. There could have been some good ideas to exploit, but many things while not out of place makes thing awkward to explore. Indeed the model search is very specific so I cannot blame you on it and I won't expect a "wow" effect. On the other hand it started really well, for example the Primals and the Altar. |
| Fluff N/A (The epicness, spice, philosophy and background of the faction) I'm gonna throw a wildcard here, since it's a lore I'm not at all familiar with. The overgrowth is somewhat represented in the faction, but I don't feel -through your actual map- how it is reflected in game. |
| Feel & juice E+ (How fun is it to play the faction, how well the faction gives you positive feedback) From the underpowered elements, odd choices of FX and the situational access to elite units makes your faction very bland. Even if the raw stats are rebalanced accordingly, the juice is quite repetitive as you "swarm" enemies with summons. There's also a lot of elements inherent from night elves themselves, which makes it looks like a disguised night elf faction. Early game is uninteresting because your heroes are too damn slow ; and they don't have flashy abilities to compensate. |
| Strategy and tactic E+ (How the mechanics blends together, giving the faction its unique approach) This is where it hurts, however I'm gonna split into two approaches : theoretical and practical (aka your implementation). Theory ☼ Summons are too easily countered, but only for some factions. Undead and night elves would have a very hard time dealing with the summon swarm, since their respective dispel is expensive (wand of negation / Dryad) or only accessible to late game (Destroyer) ; furthemore considering the eventual coexistence of other custom faction it is not guaranteed they will have trivial counters (or not). Humans can just spam cheap priests, orcs purge is good but they also have Spirit Walkers. ☼ Summons are also free real estate for hero experience ☼ Elite units created from a building summon has multiple implications ►► It synergies (way) too well with Graveyards ►► You have to somewhat spawn/kill something nearby ►► The summons indirectly costs gold and would be too frail to dispels ; 100 gold for 2x6 corpses, 50 mana per corpse, that makes 100 gold for 300 mana in 6x8=48 seconds. ►► The building may benefit from custom mana regen aura ►► ☼ The way units are summoned is very redundant and predictable. The enemy just have to spam casters with dispel in advance, making the strategy very linear. ☼ You said your faction doesn't have good anti-air, but the basic archer already fills well this role (more details bellow in the Balance section), making your flyer underwhelming and redundant. ☼ Having two basic melee units, one light at tier 1 and a medium a tier 2 is another redundancy. You could perfectly nix the T1 and put the T2 at T1, which is actually a Grunt equivalent ☼ Your faction has an interesting ambivalence of trees and corpses, but the usage is very indirect and situational while also very synergy dependant. If one of the chain breaks everything collapses. ☼ Your spell casters have overlapping roles with multiple healing and dispel abilities ; Nature's Blessing also have poor synergy with ally units with low-to-none HP regen (or even negative !) ☼ The usage of trees could be interesting in abilities, I saw some potential in there so it deserves to be pushed more ! ☼ Summons doesn't cost food, and you may get a supply/upkeep advantage on another player ☼ Siege units may interfere in a good way on tree summoning, but night elves can just nomnomnom the trees (KotG, ancients, War club) in a way other can't do trivialy (Flame Strike, Death and Decay). Practice ☼ You can't even access your caster building (due to a bug ?) ☼ You can make flyers at tier 1 (idem ?) ☼ Abilities are very dependent on corpses and trees, so it is risky to take engagements |
| Balance D- (How its strengths leave space to the rest, does it blends gameplay-wise together with the other 4 races) The power is globally very underwhelming. Paradoxically the (almost) vanilla abilities manages to salvage something (french expression). Some of the problems comes from technical issues : ☼ You spawn with 6 workers since you replace the entangled mine by a worker ☼ Your starting building is at Tree of Life distance but workers gathers like humans/orcs, so you just need 4 of them for optimal gathering (however newly build main buildings have the regular minimal distance) ☼ You can't access your caster building For the rest ☼ Hero DPS is a bit high for my taste ; I think you traded attack speed for damage but the net difference is too positive. ☼ Hero base stats are all over the place. They should start with ~50 + 6 per level total (with some minor exceptions). Sometimes I do agree they need a bit more HP, mana, armor or DPS in specific cases so they can better fill up their role. ☼ The low movement speed of the primal makes engagements and retreat very risky, even taking in account their ancient classification. A rule of thumb is to give them 280-300 speed for a slow hero, 300-320 for a fast one (I highly recommend you to compare with regular heroes). You may go down to 270 for a super-heavy kind of hero (i.e. my Fallen God) if it can compensate with filling up its role (my Fallen God tanks very well). It makes creeping either tedious or forcing the summon of a swifter hero. ☼ In the editor the Mandragore looks daunting. Very high HP regen, fast long ranged splash damage, and not costing supply as they are summoned (?). On practice their range is actually caped by their aquisition range, so they have only 700 range. I had not the occasion to test them however, so take it with a grain of salt. ☼ Only one attack and armor upgrades -cheap moreover- from a cheap building is strong. Not enough to make the faction overwhelming, but ironically it helped make the faction catch up its strategical weaknesses at least in the early game |
| Content D- (Does the faction feels complete compared to its intent and the other races) The 5 heroes and custom items are carrying the notation by themselves. The rest is very flawed but not too bad. Some units and many units are redundent, but not to a point of pulling everything down. I can't be harsh there since the faction is technically unfinished and what's present don't make the player completely disarmed. |
| Handling & ergonomics D (Does this faction have the proper data shown, how easy is it to understand) Summoning a lot of thing could grow (ahah grow) exponentially and clog the melee downwards. The slow heroes makes the faction tedious to use in early and late game, each with different reasons. Some icons are placed in the wrong locations, which can mess up the position of everything else. |
| Triggers, code, overall polishing E (Is the map correctly coded, no leaks, have efficient algorithm, are details taken care of) The map doesn't have groundbreaking triggers, but it's better to have something simple working rather than a mess. So I won't put a finger on it in this regard. You should however take care of the following aspects : ☼ Memory leaks ☼ Custom icons and descriptions ☼ Remove the war3mapimported/ ☼ Selection size ☼ Icon position Other secondary stuff if you want to exercise yourself : ☼ Credit could simply be moved in map init ☼ Damage point / backswing ☼ Projectile Launch X/Y/Z (sometimes giving 32 or 64 Y adds a bit of oomph, trust me !) ☼ Death time |
| Contest rules E+ (Only relevant in a Tech tree contest) The most concerning element is the lack of central named commander required in the contest (unless I missed something very obvious ; in this case my bad). For the rest your faction is clearly unfinished in terms of technique, design and implementation. That could however be fixed with easy grabs, reworks and testing. Maybe you rushed things. In any case there's a lot of points you can make better within your reach. |
| Overall tier D Like I said earlier, this is unfinished. Not necesseraly bad to the point of being catastrophical, however. It can be technically played. My notation could completely shift upward once the main elements are fixed. I was almost tempted to give it N/A but your faction has enough stuff to be talked about. And the review of an unfinished faction isn't a finality. Well... maybe reviewing your faction now wasn't the best idea of mine ; but I wanted to give you broad strategical and design perspective you maybe missed. If you feel like the faction is ready to be reviewed again, I shall be back ! |
| Personal taste N/A (No impact on the rest of the notation, just by curiosity) I expected more, but concluded I cannot have a first impression since I feel like the faction has not the shape it desserves to be reviewed. Even with the technical aspects fixed the design could benefit from having better and more accessible synergy. I genuenly liked the stance and the risks you took, but maybe this was too big to chew at your level (or allowed time). I don't blame you at all, and I would be interested into helping you sort things out even during the remaining week of the contest. You were not very far from cooking an interesting retake of night elves, and I can imagine how this would look like with a month of additionnal work, or with some years of experience in the making. This is not an easy exercise and you should continue forward ! Don't hesitate to hit me up on discord if you want to talk further into it. Be not afraid of asking factioneers help ! |
There's already a problem with the faction on version 2.0.X
90% Handicap is applied anyway.
You should add in the init the action which puts the handicap back to 100%.
I'm gonna edit this very message once I do my tests, but on a version where I put the handicap back to 100% for an intended effect.
[Edit] Also strangely you enabled custom team settings, so we are stuck at FFA. This is a very minor thing, but other people won't be able to test it for teamplay. I also manually unticked it for the coming tests.
TL;DR This is maybe because of not having much time left, but there's a lot of aspects which feel rushed. Take this as a quite ephemeral review since there's some broken elements in the object editor.
VS] When Vinz and Spellbound makes something together on Warcraft 3 S] Great, elegant, extra thicc, easily hooks the mind A] Good. Nothing much to say except nitpick B] Genuinely OK, but can be better in many ways C] Average. Not bad, not good. C- would be "meh" D] Flawed, or insignificant E] Unstable, badly made, or just broken F] Fatal error, ruins the rest After few days and tests I might give additional feedback ; unless we get in touch directly on discord.
Aesthetics D+ (How well the graphics blends with Warcraft 3 while being elegant)
This is very vanilla and quite a mixed bag. Most of the stuff comes from Night Elves and many abilities could benefit from custom icons and effects. The treant worker is faulty as it plays odd sounds during lumber animations. Some spawned models also comes with static birth animations. Doodads as buildings is very cheap. There could have been some good ideas to exploit, but many things while not out of place makes thing awkward to explore.
Indeed the model search is very specific so I cannot blame you on it and I won't expect a "wow" effect. On the other hand it started really well, for example the Primals and the Altar.Fluff N/A (The epicness, spice, philosophy and background of the faction)
I'm gonna throw a wildcard here, since it's a lore I'm not at all familiar with. The overgrowth is somewhat represented in the faction, but I don't feel -through your actual map- how it is reflected in game.Feel & juice E+ (How fun is it to play the faction, how well the faction gives you positive feedback)
From the underpowered elements, odd choices of FX and the situational access to elite units makes your faction very bland. Even if the raw stats are rebalanced accordingly, the juice is quite repetitive as you "swarm" enemies with summons. There's also a lot of elements inherent from night elves themselves, which makes it looks like a disguised night elf faction. Early game is uninteresting because your heroes are too damn slow ; and they don't have flashy abilities to compensate.Strategy and tactic E+ (How the mechanics blends together, giving the faction its unique approach)
This is where it hurts, however I'm gonna split into two approaches : theoretical and practical (aka your implementation).
Theory
☼ Summons are too easily countered, but only for some factions. Undead and night elves would have a very hard time dealing with the summon swarm, since their respective dispel is expensive (wand of negation / Dryad) or only accessible to late game (Destroyer) ; furthemore considering the eventual coexistence of other custom faction it is not guaranteed they will have trivial counters (or not). Humans can just spam cheap priests, orcs purge is good but they also have Spirit Walkers.
☼ Summons are also free real estate for hero experience
☼ Elite units created from a building summon has multiple implications
►► It synergies (way) too well with Graveyards
►► You have to somewhat spawn/kill something nearby
►► The summons indirectly costs gold and would be too frail to dispels ; 100 gold for 2x6 corpses, 50 mana per corpse, that makes 100 gold for 300 mana in 6x8=48 seconds.
►► The building may benefit from custom mana regen aura
►►
☼ The way units are summoned is very redundant and predictable. The enemy just have to spam casters with dispel in advance, making the strategy very linear.
☼ You said your faction doesn't have good anti-air, but the basic archer already fills well this role (more details bellow in the Balance section), making your flyer underwhelming and redundant.
☼ Having two basic melee units, one light at tier 1 and a medium a tier 2 is another redundancy. You could perfectly nix the T1 and put the T2 at T1, which is actually a Grunt equivalent
☼ Your faction has an interesting ambivalence of trees and corpses, but the usage is very indirect and situational while also very synergy dependant. If one of the chain breaks everything collapses.
☼ Your spell casters have overlapping roles with multiple healing and dispel abilities ; Nature's Blessing also have poor synergy with ally units with low-to-none HP regen (or even negative !)
☼ The usage of trees could be interesting in abilities, I saw some potential in there so it deserves to be pushed more !
☼ Summons doesn't cost food, and you may get a supply/upkeep advantage on another player
☼ Siege units may interfere in a good way on tree summoning, but night elves can just nomnomnom the trees (KotG, ancients, War club) in a way other can't do trivialy (Flame Strike, Death and Decay).
Practice
☼ You can't even access your caster building (due to a bug ?)
☼ You can make flyers at tier 1 (idem ?)
☼ Abilities are very dependent on corpses and trees, so it is risky to take engagementsBalance D- (How its strengths leave space to the rest, does it blends gameplay-wise together with the other 4 races)
The power is globally very underwhelming. Paradoxically the (almost) vanilla abilities manages to salvage something (french expression). Some of the problems comes from technical issues :
☼ You spawn with 6 workers since you replace the entangled mine by a worker
☼ Your starting building is at Tree of Life distance but workers gathers like humans/orcs, so you just need 4 of them for optimal gathering (however newly build main buildings have the regular minimal distance)
☼ You can't access your caster building
For the rest
☼ Hero DPS is a bit high for my taste ; I think you traded attack speed for damage but the net difference is too positive.
☼ Hero base stats are all over the place. They should start with ~50 + 6 per level total (with some minor exceptions). Sometimes I do agree they need a bit more HP, mana, armor or DPS in specific cases so they can better fill up their role.
☼ The low movement speed of the primal makes engagements and retreat very risky, even taking in account their ancient classification. A rule of thumb is to give them 280-300 speed for a slow hero, 300-320 for a fast one (I highly recommend you to compare with regular heroes). You may go down to 270 for a super-heavy kind of hero (i.e. my Fallen God) if it can compensate with filling up its role (my Fallen God tanks very well). It makes creeping either tedious or forcing the summon of a swifter hero.
☼ In the editor the Mandragore looks daunting. Very high HP regen, fast long ranged splash damage, and not costing supply as they are summoned (?). On practice their range is actually caped by their aquisition range, so they have only 700 range. I had not the occasion to test them however, so take it with a grain of salt.
☼ Only one attack and armor upgrades -cheap moreover- from a cheap building is strong. Not enough to make the faction overwhelming, but ironically it helped make the faction catch up its strategical weaknesses at least in the early gameContent D- (Does the faction feels complete compared to its intent and the other races)
The 5 heroes and custom items are carrying the notation by themselves. The rest is very flawed but not too bad. Some units and many units are redundent, but not to a point of pulling everything down. I can't be harsh there since the faction is technically unfinished and what's present don't make the player completely disarmed.Handling & ergonomics D (Does this faction have the proper data shown, how easy is it to understand)
Summoning a lot of thing could grow (ahah grow) exponentially and clog the melee downwards. The slow heroes makes the faction tedious to use in early and late game, each with different reasons. Some icons are placed in the wrong locations, which can mess up the position of everything else.Triggers, code, overall polishing E (Is the map correctly coded, no leaks, have efficient algorithm, are details taken care of)
The map doesn't have groundbreaking triggers, but it's better to have something simple working rather than a mess. So I won't put a finger on it in this regard. You should however take care of the following aspects :
☼ Memory leaks
☼ Custom icons and descriptions
☼ Remove the war3mapimported/
☼ Selection size
☼ Icon position
Other secondary stuff if you want to exercise yourself :
☼ Credit could simply be moved in map init
☼ Damage point / backswing
☼ Projectile Launch X/Y/Z (sometimes giving 32 or 64 Y adds a bit of oomph, trust me !)
☼ Death timeContest rules E+ (Only relevant in a Tech tree contest)
The most concerning element is the lack of central named commander required in the contest (unless I missed something very obvious ; in this case my bad). For the rest your faction is clearly unfinished in terms of technique, design and implementation. That could however be fixed with easy grabs, reworks and testing. Maybe you rushed things. In any case there's a lot of points you can make better within your reach.Overall tier D
Like I said earlier, this is unfinished. Not necesseraly bad to the point of being catastrophical, however. It can be technically played. My notation could completely shift upward once the main elements are fixed. I was almost tempted to give it N/A but your faction has enough stuff to be talked about. And the review of an unfinished faction isn't a finality. Well... maybe reviewing your faction now wasn't the best idea of mine ; but I wanted to give you broad strategical and design perspective you maybe missed. If you feel like the faction is ready to be reviewed again, I shall be back !Personal taste N/A (No impact on the rest of the notation, just by curiosity)
I expected more, but concluded I cannot have a first impression since I feel like the faction has not the shape it desserves to be reviewed. Even with the technical aspects fixed the design could benefit from having better and more accessible synergy. I genuenly liked the stance and the risks you took, but maybe this was too big to chew at your level (or allowed time). I don't blame you at all, and I would be interested into helping you sort things out even during the remaining week of the contest. You were not very far from cooking an interesting retake of night elves, and I can imagine how this would look like with a month of additionnal work, or with some years of experience in the making. This is not an easy exercise and you should continue forward ! Don't hesitate to hit me up on discord if you want to talk further into it. Be not afraid of asking factioneers help !
| VS] When Vinz and Spellbound makes something together on Warcraft 3 |
| S] Great, elegant, extra thicc, easily hooks the mind |
| A] Good. Nothing much to say except nitpick |
| B] Genuinely OK, but can be better in many ways |
| C] Average. Not bad, not good. C- would be "meh" |
| D] Flawed, or insignificant |
| E] Unstable, badly made, or just broken |
| F] Fatal error, ruins the rest |
| Aesthetics D+ ► B (How well the graphics blends with Warcraft 3 while being elegant) The choices are better, more vibrant, more Primal, still uncompleted on the icon side of things. We feel much more the vibe you wanted to show. On the other hand there's annoying details like some summons with building models spawning with birth animation. |
| Fluff N/A ► C (The epicness, spice, philosophy and background of the faction) Now I got familiarized with your faction, we get something quite vanilla. However I don't know what's the balance between tree growing and corpse conversion. |
| Feel & juice E+ ► B (How fun is it to play the faction, how well the faction gives you positive feedback) The balance helped things a lot, but not only. There's more cascades of VFX rolling on the battlefield which is good. Heroes and casters feels better to use, even if it's rough around the edges. You feel less threatened but not invincible. Swarming enemies with summons got better ! |
| Strategy and tactic E+ ► C+ (How the mechanics blends together, giving the faction its unique approach) The synergies and spirit of the faction are starting to take shape. It has more identity yet have some secondary problems. For this section I'm assuming the strange ability behaviors are unintended. ☼ I'm surprised you took seriously some of my suggestions, having a supply building generating tree makes base defense better eh ? Hero abilities can be used with more flexibility even if it is very APM/tree dependent. ☼ The Podlings no longer feeding XP makes engagement less risky, as they fill their fodder role better ☼ Some of the elements still feels quite vanilla : footman, archer, ancients (especialy protector) ☼ 3 casters with comparable cost and scope could be made spicier, you call ☼ I am still concerned about how the pool use corpses to fuel its mana. I can respect the intent but the implementation keeps me perplex, and I can't find a good elegant way to turn this over yet. ☼ Each summon type have better different roles, enough to leave more breathing room for the rest ; which was felt in the tests. ☼ To spice the Mandragora up, I would reduce its DPS but make it attacks 3 targets at a time. |
| Balance D- ► C+ (How its strengths leave space to the rest, does it blends gameplay-wise together with the other 4 races) It got better in many fronts, but there's still some exploits to make which can ruin the game with experienced players. ☼ Pool units are the most concerned. Either too unpractical or underwhelming, while expensive in food. ☼ Archers are still too cheap, I would add 10 lumber cost to match the archer ☼ I would reduce the HP of the spawned trees from abilities to make destroying them easier for the enemy ☼ The ancient rootling and evolutions are too underwhelming for the 125 (!) mana cost. If you want a big ass tanking ent I would increase its HP, armor and maybe adding hard/resistant skin, make them affected by barkskin, even maybe some kind of spiked armor ☼ The rejuvenation is a tricky case. I would rework it by making it faster reloading, its healing constant through levels, reducing mana cost per level and only adding a bit of mana for level 2 and 3. In early game it can have a early creeping impact, and late game you would be able to save units for longer ☼ Corpse conversion into mana for the pool is now twice as strong ! Maybe overkill. |
| Content D- ► C- (Does the faction feels complete compared to its intent and the other races) Stuff got a bit more synthesized while other features found better place. You're not that wrong about removing the 5th hero if it's for making the other 4 better equipped ; and maybe creating back an actual 5th hero once everything is sorted out ! Overlapping and redundancy is still a concern for some units, but now it is slightly less of a problem. |
| Handling & ergonomics D ► C- (Does this faction have the proper data shown, how easy is it to understand) Keeping track of trees and tree abilities is again messy. Some icon positions are displaced (in a QWERTY perspective). Overall it got a bit more easier to use stuff. ☼ Swamp maw makes the hero use it whenever you right click a tree, which is inconvenient when accidentally clicking a tree. |
| Triggers, code, overall polishing E ► D (Is the map correctly coded, no leaks, have efficient algorithm, are details taken care of) Most of the memory leaks were taken care of, but the work hasn't ended yet. You can fuse different triggers into one, for example ability based ones. ☼ Never use Units in range matching conditions as it has a unremovable leak. Use instead a simple Units in range and then filter them inside of the unit group. Furthermore you can better use GUI filters in a condition block rather than cramping everything in a function argument. ☼ Each Awaken Ancient and Awaken Gnarled leaks a location ☼ Entangle autocast leaks a location ☼ Composte leaks a location ☼ Growth Sap could break things if multiple of them are used at the same time ; you might need to dive into using local variables and it would be a good exercise for you ☼ Spawn Genesaur could also mess up since EventUnit could gain a different value during the 4 second wait ; same advice for Growth Sap ☼ Splinter could be just made into one trigger, and set the level of the ability for the dummy to the level of the ability of the hero ☼ Massiver Roots leaks a location each ; same remark for the Splinter ☼ House leaks a location ☼ Recycle could randomize a bit the location of the trees, or make it spawn in a small circle ☼ Vampiric lasher leaks one location each ☼ To fix the too close starting tree of life problem, instead of replacing the tree of life just remove it and manually spawn a tree of life at the player spawn point (can be retreived in GUI don't worry) |
| Contest rules E+ ► B+ (Only relevant in a Tech tree contest) Still concerned by the gameplay elements, but there's now a clear main character. The rest would depend on the judges and tastes. |
| Overall tier D ► C It got better in many fronts, but it needs more efforts in terms of balance and design. I'd say it is a matter of experience and it should come in the following years (months ?). You learned new tricks and cooked your own soup, which is enough to encourage you further ! |
| Personal taste N/A ► C (No impact on the rest of the notation, just by curiosity) I can see the gameplay potential of the faction, but maybe it is too soon to keep it as it is. In the meantime I cannot be fond of it while not blaming it. Not enough matter to grind on, not enough juice and fluff, but eh it's not like the progress gonna stop very soon. Let's see how it developps shall we ? |

