Eufloria > Eufloria Classic
Suggestions
hummumgerr:
Excellent game. I'm glad I stumbled across it & good luck at the IGF!
I have two suggestions, for what they're worth.
First, unlike some of the other posts in this thread, I would try to avoid or eliminate any numerical values in the game display wherever possible. I enjoy the ambient, otherworldly feeling of this game and all the numbers take away from that, in my opinion. For example, instead of "1/3...2/3...3/3" to indicate the number of trees growing on an asteroid, you could use empty and filled-in circles, or some other graphical representation of the same value.
Second, your game reminded me strongly of an SF short story by David Brin called "Lungfish". It's available to read for free on his website at http://http://www.davidbrin.com/lungfish1.htm - If you have a chance to read it, I hope it might spark some inspiration for this game.
Best of luck!
Alex:
--- Quote from: "hummumgerr" ---Excellent game. I'm glad I stumbled across it & good luck at the IGF!
I have two suggestions, for what they're worth.
First, unlike some of the other posts in this thread, I would try to avoid or eliminate any numerical values in the game display wherever possible. I enjoy the ambient, otherworldly feeling of this game and all the numbers take away from that, in my opinion. For example, instead of "1/3...2/3...3/3" to indicate the number of trees growing on an asteroid, you could use empty and filled-in circles, or some other graphical representation of the same value.
Second, your game reminded me strongly of an SF short story by David Brin called "Lungfish". It's available to read for free on his website at http://http://www.davidbrin.com/lungfish1.htm - If you have a chance to read it, I hope it might spark some inspiration for this game.
Best of luck!
--- End quote ---
Thanks for this, I'll have a read later :) It's scary how many people are coming up with suggestions that are in line with our plans for the game.
Lediur:
It would be helpful to have a 'retreat' function to back away from attacking an asteroid. The game has bugged out on me and half of my forces have been attacking one of the enemy asteroids for 10 minutes without avail.
ForceField:
To begin with, this is a truly unique and fantastic game and there are some excellent suggestions in this thread. I'm surprised that this one has not been posted.
I frequently require the use of a "retreat" function to withdraw seedlings I have just sent to attack a neighboring asteroid to come back and defend my asteroid. This is especially important in the beginning of the game when I send out 1 seedling to each neighboring asteroid to explore them. I noticed that when you try to recall seedlings in an un-owned asteroid they will not return until all enemies/trees have been cleared. Another scenario where this is useful is when sending out a capture party of 6-10 seedlings to an uninhabited asteroid. Meanwhile, my asteroid gets attacked so an "emergency recall" would be useful in sending them back.
Other minor/optional features you may want to consider:
- Ability to speed up time
- Map editor/creator (with the ability to mod/create additional levels)
Previous ideas I agree with:
- The addition of multiplayer (as this would perhaps make replayability limitless and would provide for a different game experience). This also adds more value to the game itself if, as you mentioned, you decide to sell this game.
- A way point feature that directs newly spawned seedlings to an owned asteroid of your choice. For this feature it would be best to allow seedlings to travel outside the red ring of influence, but only to owned asteroids (on a connected path only).
- An easier way to select a specific number of seedlings to send (e.g. via keyboard digits). For instance, if an asteroid has 1000 seedlings, and you wish to attack 3 surrounding asteroids simultaneously with 200 each, it would be impractical with the right mouse button.
Note: I have only tried the latest version 1.08
EDIT: Wow, to the previous poster that beat me by 20 minutes as of my post on retreating
Candlejack:
I believe the main appeal of this game should be a complete lack of micro management. The organizing seeds would greatly increase the tactical potential of this game and setting waypoints would help eliminate repetitive tasks.
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