Yooooo mr developer this is a very cool game. Took a couple tries to get used to the unit types and the way they respond to orders. Only played the medieval missions so far. Three riders seems a good amount for the battles once you know to plan around the limitation. I assume your units moving to attack adjacent units or pursuing enemies without getting orders to do so is intentional, since that is realistically what happened during battles (frustrating as it may be). This is when having 3 riders does feel a bit limiting because your units are far away, the riders take too long to return and you kind of lose control of the battle and any sense of what's going on (again one could argue that this situation is true to life). Sending a rider with or without an order to a unit didnt seem to make a difference to the rider's speed, maybe no orders could be slightly faster? Another note is that it's a bit unclear how the scouts work and what watching ground does specifically and i do wish that at least their unit didn't charge enemies since you cant send them forward to do what their name entails and"scout" without them charging an enemy unit and getting murdered. Finally i assume the development of this game begun with medieval battles before the more modern ones were added. The commanders are still called "captain of the bows" "captain of the horse" even if they are ww2 or futuristic soldiers, and the maps are more easily readable on the medieval levels. Very fun game! Inspires me to wanna make something similar if i ever learn game dev!
hey playa, I integrated some of your notes into the game. fixed the naming conventions so you won't have bowmen on mars haha. the scouts also no longer charge into enemy controlled segments head first. they might close some distance if needed, but their hq stays atleast a segment away from the province being watched at all times.
thanks for the feedback, the input really is appreciated.
btw i vibecoded this game over a weekend so Im sure you can do the same and more with relative ease
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Yooooo mr developer this is a very cool game. Took a couple tries to get used to the unit types and the way they respond to orders. Only played the medieval missions so far. Three riders seems a good amount for the battles once you know to plan around the limitation. I assume your units moving to attack adjacent units or pursuing enemies without getting orders to do so is intentional, since that is realistically what happened during battles (frustrating as it may be). This is when having 3 riders does feel a bit limiting because your units are far away, the riders take too long to return and you kind of lose control of the battle and any sense of what's going on (again one could argue that this situation is true to life). Sending a rider with or without an order to a unit didnt seem to make a difference to the rider's speed, maybe no orders could be slightly faster?
Another note is that it's a bit unclear how the scouts work and what watching ground does specifically and i do wish that at least their unit didn't charge enemies since you cant send them forward to do what their name entails and"scout" without them charging an enemy unit and getting murdered. Finally i assume the development of this game begun with medieval battles before the more modern ones were added. The commanders are still called "captain of the bows" "captain of the horse" even if they are ww2 or futuristic soldiers, and the maps are more easily readable on the medieval levels.
Very fun game! Inspires me to wanna make something similar if i ever learn game dev!
hey playa, I integrated some of your notes into the game. fixed the naming conventions so you won't have bowmen on mars haha. the scouts also no longer charge into enemy controlled segments head first. they might close some distance if needed, but their hq stays atleast a segment away from the province being watched at all times.
thanks for the feedback, the input really is appreciated.
btw i vibecoded this game over a weekend so Im sure you can do the same and more with relative ease