Knuckle Cracker

Creeper World 4 => Pre-release chatter => Topic started by: Qwerty Quazo on June 18, 2020, 04:04:57 PM

Title: Detailed Feedback for CW4
Post by: Qwerty Quazo on June 18, 2020, 04:04:57 PM
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.
   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:

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!
Title: Re: Detailed Feedback for CW4
Post by: Xorgye on June 21, 2020, 05:47:49 PM
Hey, nice post!
Always good to hear other fans of the series talk about their great experience with this title.

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.
At first the guns did feel a bit weak, but that is I think because for a while the creeper seems not to be influenced by the hits but suddenly it starts detracting. Especially mortars can hold off enormous amounts of creeper, like the waves you mentioned.

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...
I'm however with you on that the CW4 demo last level was the only seriously interesting level, and I think that is because of the canyon and the volcano. They require to utilise the new strategic possibilities.

But yeah, those are my 2 cents on this.
I didn't spend 3 hours creating this post so there is less thinking in my post than in yours :P
Title: Re: Detailed Feedback for CW4
Post by: Qwerty Quazo on June 23, 2020, 06:26:03 AM
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!