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First post - GREAT game

Posted: Sun Aug 01, 2010 12:48 am
by Ocean1
First, thanks for developing a game like this Slitherine. It comes very close to how I would have wanted a computer game to replicate my younger years of playing with tabletop soldiers! (a long time ago, by the way :)

- I love the comic book presentation and all around looks of the game. The animation and rendering of the different units is spot on.
- I like the fluid nature of the game as built around my preferred style of play = turn based.
- The game is very playable on "old systems"
- Thank you for making it, at least from what I've seen, allies-v-axis. By this, I mean not a "Kursk" scenario. I do not purchase games that are Russian-v-German as they just don't draw my attention or dedication (I know Russia was allied :)).
- The movement and firing taking place, including opportunity fire, in the same turn phase was an excellent choice. We need this action as compared to move one turn, fire another.
- I could go on, but you've put a lot of good stuff into the game; the different looks (desert to coastal to ??), combat animations, variety of terrain, etc..
- The instructions and scenario directions are very clear.
- I like the feel of the single player game (haven't played the MP yet). A lot of strategy war games are either very hard or very easy. I have played the same scenario several ways and I have won and lost, based on some of my placements and strategies.
- I haven't found any bugs yet (just scorpions in the desert scenario :)

Improvements?

- It appears that a unit can't do suppression fire onto a hilltop structure or ground cover from lower elevation. I assume this is in keeping with the fact that units on hilltops are invisible until they fire. It would be nice to suppress a hilltop though.
- I would personally not like to see a run through, however speedy it is, of the enemy units when their turn is "running down". It's not much, but I like the FOW.
- A "take back" move option would be nice for those mistakes, assuming a unit hasn't seen an enemy or been fired on. The downside is that people would use it to scout I suppose. Maybe it's better left out.
- On a two-monitor system, is there anyway to make the scroll edge feature work still, even when the mouse wants to move to the second monitor?
- I'd love to be able to use my other mouse buttons. Pushing one and moving the mouse to rotate view would be fantastic! Maybe when you dont' have a unit selected, you could "grab" the terrain with the right mouse button to drag the view around?
- It would be nice to have a "next unit" icon on screen (I know Tab will do it, but I like to not use the keyboard if I can).
- A double click on unit or something like that to center the unit (again not on the keyboard) would be nice.

Again, thanks for letting me be a part of the beta. I am waisting otherwise valuable time playing this gem! :) I've played and bought most other war strategy games (trust me, lots of dough) and this game is very refreshing. Does anyone remember Computer Ambush from the old Apple Computer days? A verrryyyy slow processing game, but in it's day it was very fun and this reminds me of that same fun-factor.
It will hopefully appeal to both the grognard and the casual player. I hope lots of scenarios are planned, as I know there are quite a few already in the beta. If the pacific theatre isn't included, then that would be a great Battlefield Academy 2 game (are we getting ahead of things?)

Sgt_Lobo

Posted: Sun Aug 01, 2010 12:55 am
by Obsolete
- A "take back" move option would be nice for those mistakes, assuming a unit hasn't seen an enemy or been fired on. The downside is that people would use it to scout I suppose. Maybe it's better left out.

I hate mis-clicks too, but I think if a re-do is added, it should only be allowed for the AI missions.

Posted: Sun Aug 01, 2010 1:02 am
by Ocean1
Thought I'd add:

When I played the desert battles and then saw the Normandy one open up, it was like Christmas with new, fresh things to play with! :) It may sound trivial, but that kind of change and variety makes a good game much better and last longer.

Posted: Sun Aug 01, 2010 6:32 am
by pipfromslitherine
Thanks for all the feedback! We're very close to release, but all good suggestions.

Takebacks are incredibly hard to make work in a way which doesn't allow exploitation, as you note.

But we certainly aim to keep improving the game (and creating new campaigns) ;).

Cheers

Pip

Posted: Mon Aug 02, 2010 9:32 am
by IainMcNeil
Thanks - I've added your notes to the wish list and we'll see if we can do anything in the future!

Posted: Mon Aug 02, 2010 9:09 pm
by collegeprof86
If you want to scout out, use a bren carrier, or some cheap fast light armor unit to recon, but not use all your Action point... if you move, and you spot the enemy, you still have an action point to retreat one square, so you are no longer in LOS, tehreby saving your unit from a fixed location unit firing at you the next turn. Just an idea, it what I use to scout out units that are in the fog of war... of course, the big risk, is op fire from the newly seen combat unit destroying your unit before retreat