This is the second time I attempt to post this. Yesterday I wrote almost the same stuff, but I probably didn't hit the submit button. Nothing was saved. Oh well. Like that would have stopped me from doing this again :D.Who are you? What is your relationship with the CW series? I'm a young pianist and maths enthusiast from Greece, and I love RTS, TD and CCG games. About 10 years ago I came across a CW flash game on Kongregate and the games that followed have kept me excited since. Eventually I bought all KC's games on steam, and I play some custom maps every now and then. I was even a beta tester for Particle Fleet!
When playing a strategy game,
I mainly focus on efficiency, optimisation and timing. Games like Protolife, Oxygen Not Included and Reassembly are in my favourites, including of course the CW games. However, the graphical and UI details of a game matter a lot to me. I can't help but notice every little thing when I play. In this post I will cover every bit from my experience: minor details to gameplay mechanics, all will be talked about in detail. Let's begin:
What hardware are you using to play the demo? Sadly, an old laptop.
- Intel i3 (2x1.70Ghz)
- 8.00GB RAM
- Windows 10 as software
In the demo I clicked the "performance" button at the settings. Low quality doesn't bother me, and I have kind of grown used to it. No lag experienced in the demo so far.
What did you like about the demo? In a few words,
this demo covered most of the things I wanted to get my hands on. A tutorial to help me get used to the new form of creeper and some more difficult stages to test the power of my arsenal. Here are some
things that I enjoyed about CW4 in general:
- Waves. Waves are awesome. The fact that a tsunami can wash over your defences adds another layer of complex thinking when playing. You need to be more aware of the surrounding creeper than in CW3 for example.
.(https://i.postimg.cc/6TrRCHSb/CW4-wave.png) (https://postimg.cc/6TrRCHSb)
- How weapon range is affected by terrain level. When placing a mortar in high ground, it can lob projectiles further than a mortar at lower terrain. This really encapsulates the 3D-ness that the game inherently has.
- New enemies. The blobs are a nice addition to the game, and here's why I like them: along with spores and
Spoiler
airsacs, i believe the flying jellyfish are called :P
they require a secondary form of defence. In this way, CW4 has many layers of threats to deal with. This concept reminds me of Protolife. - Tower connections exist in 3D space. I love how difficult it is to connect to higher ground because it's a tremendous advantage against creeper. Combined with increased weapon range, the game really makes you feel like you are playing in 3D, because you are. A difference from CW3 is that weapons do not function as relays. That is, you cannot use a blaster as a bridge to another area. Check this image for reference:
.(https://i.postimg.cc/qtvQFff7/CW4-connections.png) (https://postimg.cc/qtvQFff7)
The 3 collectors south cannot be built, even if they are connected with the blaster. I am not sure I like this mechanic, though. - The placement grid. These pictures right here speak for themselves:
.(https://i.postimg.cc/TpnkLqqT/CW4-placement-grid.png) (https://postimg.cc/TpnkLqqT)(https://i.postimg.cc/MnfDSZcv/CW4-placement-grid-2.png) (https://postimg.cc/MnfDSZcv)
It makes placing towers so much easier, since the camera angles can be decieving. Speaking about the camera, - The camera. It's... amazing. Truly amazing. In fact, at one instance I was panning the camera left and right for so long that I didn't notice my base was weakened by spore attacks... It truly made me not care about achieving a high score, optimising was not my priority. For me, that's big.
What would you change, based on your experience from the demo?These are the details that would make CW4 an
excellent experience for me.
I am in no way telling the devs how to do their job. They have done a great job so far. I am just giving voice to my thoughts, thoughts that might be insignificant at this stage of development. Feel free to ignore them if there are other, more significant things to do right now.What are some big changes that you would make, then?Is this a bug? A spore landed in empty space, and the creeper diffused into a square:
.(https://i.postimg.cc/6TnVY670/CW4-spore.png) (https://postimg.cc/6TnVY670)
I wonder,
how does the creeper flow? Does a cell give creeper to its adjacent 4? Why not the diagonals as well? I guess that the square comes from the fact that creeper does not spread diagonally, which feels unintuitive for a 3D game like this. Devs, is this a conscious choice, a balance between what's possible and what's feasible? Or is it maybe that I play in low settings? I wonder how power-intensive would 9-cell spread be.
Conclusion CW4 has made an excellent impression to me so far. I might seem too bothered with details, but that's because there aren't many serious concerns to complaint about ;D. I hope I provided the lovely developers with some insight as I dumped my thoughts into this forum. My English is not that great, as of right now this post took me a little over 3 hours to write. Continue the good work!
Also,
great work KC. I really mean it. Take my money already!
Quote from: Xorgye on June 21, 2020, 05:47:49 PM
I'm with you on that energy thing. In CW3 I thought of the land I fought for as land I had to utilize afterward or else I would waste energy that could be needed to keep momentum.
You phrased this very well on your reply! Conquered land doesn't necessarily have to be filled with collectors in order to maintain energy surplus.
Quote from: Xorgye on June 21, 2020, 05:47:49 PM
However, for me it seems CW4 does deliberately things different than CW3. Things feel less about optimization and more about strategic now.
The 3D space make things more complex, the fluid dynamics, the different ammo kinds...
CW4 is definitely a different game than CW3. Sure, my thoughts about comparing these two games don't really matter if they cannot be compared... You make an interesting point that a lot of strategy elements have been introduced such that optimisation seems impossible, so I guess that the nature of this game makes the kind of optimisation I mentioned quite hard to execute... Thanks for your reply!