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Make rules/data more discoverable #106

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Ferk opened this issue Dec 11, 2021 · 0 comments
Open

Make rules/data more discoverable #106

Ferk opened this issue Dec 11, 2021 · 0 comments

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@Ferk
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Ferk commented Dec 11, 2021

Hi! I know you are most likely no longer actively working on this project (maybe you already consider it finished?).

But I stumbled upon it and I think it's quite a nice and interesting webapp project.
One area I found a bit jarring when playing was that, as someone who hasn't played Weewar (which I heard it's what the game was inspired from), I found myself taking a lot of guesses in the way the game works.

It'd suggest taking the time to write down or describe the rules (maybe even a short manual?) and link it from the main page, because it's not immediatelly obvious to a newcomer how the combat works.

It'd have helped if when selecting/deploying a unit you could see its stats (like armor/attack/range). Also it's not clear if there's terrain that gives advantages or disadvantages to combat, so it'd be great if that showed when selecting terrain, for example. It would be great to have some numbers that can give a clue about what could exactly happen before going for the attack.

From screenshots I've seen, Weewar did actually showcase some info about unit/terrain in its UI, and I feel that was something that might have helped people new to the game to understand it.

Specially since you designed the game engine to be customizable, it would be great if those "data driven" mechanics were more clearly showcased in the UI so that one does not have to trust to remember what tile / unit graphic has what properties, and instead you could select it (or hover over it) and get some clues.

In a kickstarter post I can see that there are cummulative attack bonuses, that was a useful thing to know. But there's also mention of "flanking" bonuses. It's not clear if that was implemented or not.

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