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Rollins B.:

--- Quote from: "Vlad" ---Good to know .

I think that more than anything else, the movement thing is bugging me the most.  It's not too bad on smaller maps, but the bigger ones get a little too micromanagement-heavy.  It's made worse due to the fact that the earliest asteroids end up being the more active unit producers (due to the older trees), but that means that that's just more drags to get your units from home base to the front lines.
--- End quote ---

So far, the problems Vlad has pointed out are about the only ones I'm experiencing. I'd also like to add that it would be good if you could get a total number of defensive and offensive trees just by mousing over the asteroid. I've accidentally planted a totally defensive tree planet before. It would also be cool if you could destroy trees of your own initiative.

Rudolf:
Rollins! Welcome back

ryandaniels:
Just paying my dues, want to congratulate you guys on a new release, played the first two levels, plan to play the rest later. Love the changes, but I can't think of any criticisms that haven't already been said.

Although, I have one idea; maybe make it so the best planets are more likely to have many planets close by, making them harder to defend; but at the same time, have numerous choke points where there are only a thin line of planets, with these planets being not as good.

That is to say, if you haven't already implemented something like this, and I just haven't got far enough to see it  

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