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Old 08-07-08, 12:23 PM   #14
Letum
Navy Seal
 
Join Date: Feb 2005
Location: York - UK
Posts: 6,079
Downloads: 43
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I'm not quite sure what the game is trying to achieve.

The scope for any kind of tactics or strategy was very limited. In part this was
because of the very, very rigid, un-fluid way the game plays. the game game
me no feedback about what was happening. I never had the sense that I was
reacting to the AI or the AI was reacting to me, I never felt immersed in the
game. My choices didn't seam to make a lot of difference to the outcome as
long as I kept as many guns firing as I could. If there where other dynamics
at work then they where well hidden and not intuitive.

It is like controling robots, not being in command of a ship.

Move, fire, move, fire, move, fire, move, fire, move, fire, look at win/lose
screen. There isn't really much more to the demo.

That just isn't enough to engage the player for long.

The game really needs to have the player more involved.
Give the player more control, more to do. Some more micro-management.
Give the player some tough choices to make (other than move, fire!), some
traps to fall into. Give visual feedback about what is happening; damage
graphics are a good start.
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