That's a completely valid point; my intention was not to take up your day. I find verbally talking about something more efficient for getting ideas out there, but I can see why I should have included a summary. Also, my bad, I'm pretty new to actually posting on here, rather than just reading, and thought I WAS on the xenonaughts 2 section haha.
Okay so in summary, my main issues I am seeing so far are these (I understand its in Alpha, but these are why I am bringing these up now):
- The graphics. The first game had such an impressive style, I really am shocked you have moved away from that. It was both simplistic, but also had a place of its own. I get that the introduction of 3d will change how it looks, but its the separation AWAY from the style that I am getting at, more-so.
- TU overhaul. It makes sense, not completely against it, I just feel that it needs work for balancing. There DEFINITELY needs to be a TU penalty for accessing the backpack. As it stands, TU does not feel anywhere near as important as it did in the first one, and it seems to have lost its sense of "urgency". Have you yet to balance this, or is currently just a placeholder?
- Game balance. As you have already stated you haven't even looked at that yet due to the production stage, no dramas - thanks for clarifying.
- Portraits. Your portraits in this so far are superb, BUT I feel don't really fit the time frame. Does that make sense? Not trying to crap on the effort the artist has put in because they are REALLY well done, but in the first game they had the 80's mustache, hair, etc, that made it really breath the time it was set in. As it stands the portraits, while great, look like modern day (2018) characters.
- Absolute lack of cover needed. This may be a game balance thing that you have yet to address, I am not sure. As I don't know, I needed to include it. In the first game if you didn't grab cover your soldiers were dead, almost in any stage of the game. In the demos I have played so far cover is really, really not needed and almost seems tedious given how little impact it offers.
- Stance doesn't affect accuracy. This is a decision I can't understand; if you have the time, what led you to this choice? Was it a coding thing, or was it simply outside the scope of what you wanted to do this time around?
- Phone game appearance. With the new way you are going about the game I am unsure if how it looks visually (character and environment design-wise) in its current form, is close to how you envisioned it. If that IS the case, I STRONGLY suggest you try to flesh it out a bit, given that the current look shares visual elements from stuff I could imagine seeing on an involved phone app.
Cheers for reading, and for replying earlier. Like I said in the video, I am only saying these things because I WANT Xenonaughts 2 to succeed. What I saw in the first game is nothing short of brilliant, and I am looking forward to the final edition of Xenonaughts 2; in saying that, I am giving my personal feedback to try to give some perspective that I feel is maybe lacking in a lot of the feedback I am seeing sent your way online. I am SURE there is many that I can't see as an external body, but just in case, I decided to address it.
Best of luck with the game; I hope it works well for you!