Hi o7
First of let me just say that I've bought the game quite a while ago and fell in love with the concept pretty quickly.
The music and documentary style narration is very entertaining while eating my way through the shrubbery.
That being said, the game at times manages to piss me off significantly.
I get that the RTS/Strategy demographic is one of min maxing difficulty fetishism, but artificial difficulty spikes or RNG elements of "sucks for you it's all happening at the same time!" make for a less engageing experience.
In an attempt to provide with honest feedback, i will try to be as consice as possible.
"Swingy" nature of combat
-------------------------------
The swarming of the enemy is a fun experience overall, seeing your ball of chitinous warriors slowly grow as you tackle bigger and badder enemies is fun.
Until you guess wrong...
As there is no way to quantify your army strength apart from numbers, nor the enemies. the only teacher is experience.
Which is fine... but not at the expense of the entire round worth of playtime.
Judge wrong a single time, and chances are you're ... thought you could take that enemy? maybe you could, but pathing pulled in another one and now you're losing hard. Retreat! and now you're behind the curve and the next big wave will be insurmountable.
Learning by way of mistakes is fine, but if all of them are game ending, it's just an exsercise in frustration.
Enemy stacking (paired with aoe)
--------------------------------------
This has been a thing before, but the burrowing toad map takes it to a new lvl.
An ant is small, their tunnels are also small, that's why an ant nest is so easy to defend... it's a hole.. a small one full of biting mandibles.
I get that AoE attacks make for more interesting gameplay, big creature can kill multiple ants in a single go, but these things are balanced by not breaking the laws of physics and ramming 6 in a single spot.
If i have to play around large swaths of ants getting mulched in a single go, fine.
But if my succes is based on the RNG of AI pathing and whether or not it puts 2-3 or 6 toads in a single spot, healing and aoe swatting my army with no cooldown, it feels like a cop out.
Yes you can probably outpace this, yes you can play the same mission over and over and over until you "solved it".
But tieing back to my previous point, it makes for a frustrating learning experience, none of which feels like a fun time.
Preventing the enemy from doomstacking would be a lot more fun..
Very linear path =/= difficulty
-----------------------------------
The difficulty is very swingy... one second you're doing well, the next 6 spiders sprint for your queen and you're dead before you can respond.
This same difficulty mentality is apparent with your new game starting options.
There is usually only 1 best order of things to get started, since the enemy stacking makes an addition of even a single enemy, a significant power increase.
So you follow the path of least resistance... every... single... time....
Too many instant game over moments means I often have to restart the same round over and over again.
And i have to tediously do it in the same order, in the same way... every... single.... time...
Flatten out the difficulty spikes, enable me to start with a different objective when i have to restart.
The way these levels are designed reminds me of the old SC1 custom "rpg" maps. Where your beginning and ending was tailor made by someone who had 1 and only 1 vision of how to beat the map.
I'm pretty patient when it comes to games, i know 10 ppl at least off the top of my head, that would play this game and get angry and never touch it again...
I get angry at it... And usually difficulty does not register with me on any emotional level...
Digging into open spaces
---------------------------------
Sometimes the cave is bigger then i thought, and my rooms end up being bigger or not closed off because of it.. or i pull in a bug i'm not equiped to deal with yet.
I can understand if you dig without rhyme or reason, you will bump into issues.
But if i'm slowly approaching a cave... my ants should know they're about to dig into it.
Maybe have the walls glimmer through a bit if your ants are close, that way i can prepare accordingly.
When replaying a mission for the 5th time, i know which cave opens up where and whatnot, but it makes the whole learning process so dull and repetitive...
I'd be better off starting a game and digging out the whole underground just to see what it looks like and then restart and build with pre-existing knowledge... the game can't be intentionally designed this way...
Smaller bulletpoint suggestions
-------------------------------------
- Any chance for larger maps? With multiple nests?
- More maps! They can be in the same biome, so assets can be re-used. But more maps! The progression curve currently forces you to replay missions, these are not quick games either. I get that you're trying to pump play time into your games, but you're going about it all wrong.
- More missions in between each "challenge" mission. More missions with your labAnts too! All these upgrades, so few times to use em.
- Love the music, the ambience, the humor. More of this! Less artificial difficulty to pad out the game.
- I would love this game to get 5 ant types. But for 20EUR, this seems excessive. I thought i heard the fire ants were the last new type of ant.
Consider making an expansion? With 2 more ants?
- If you make the difficulty spikes/curve a little less punishing, ergo reduce the amount of times ppl have to restart a mission, and provide more maps to diverisfy what people can do to get the materials to progress, this gem of game will look and play a lot better.
- The "account making" for this forum is a drag... far too many captcha tests.
I wouldn't be surprised if more people found it too much of a hassle to make an account (I did at first) and as a result it's pretty quiet here.
Or maybe the brutal "unfair" difficulty spikes feel cheap and word of mouth isn't doing you any favours...
I know I havn't been that enthousiastic about it the last couple of patches for these exact reasons.
Hope this reaches someone!
TLDR - Solid game, nothing quite like it... but a frustrating experience at times for no good reason whatsoever...
First of let me just say that I've bought the game quite a while ago and fell in love with the concept pretty quickly.
The music and documentary style narration is very entertaining while eating my way through the shrubbery.
That being said, the game at times manages to piss me off significantly.
I get that the RTS/Strategy demographic is one of min maxing difficulty fetishism, but artificial difficulty spikes or RNG elements of "sucks for you it's all happening at the same time!" make for a less engageing experience.
In an attempt to provide with honest feedback, i will try to be as consice as possible.
"Swingy" nature of combat
-------------------------------
The swarming of the enemy is a fun experience overall, seeing your ball of chitinous warriors slowly grow as you tackle bigger and badder enemies is fun.
Until you guess wrong...
As there is no way to quantify your army strength apart from numbers, nor the enemies. the only teacher is experience.
Which is fine... but not at the expense of the entire round worth of playtime.
Judge wrong a single time, and chances are you're ... thought you could take that enemy? maybe you could, but pathing pulled in another one and now you're losing hard. Retreat! and now you're behind the curve and the next big wave will be insurmountable.
Learning by way of mistakes is fine, but if all of them are game ending, it's just an exsercise in frustration.
Enemy stacking (paired with aoe)
--------------------------------------
This has been a thing before, but the burrowing toad map takes it to a new lvl.
An ant is small, their tunnels are also small, that's why an ant nest is so easy to defend... it's a hole.. a small one full of biting mandibles.
I get that AoE attacks make for more interesting gameplay, big creature can kill multiple ants in a single go, but these things are balanced by not breaking the laws of physics and ramming 6 in a single spot.
If i have to play around large swaths of ants getting mulched in a single go, fine.
But if my succes is based on the RNG of AI pathing and whether or not it puts 2-3 or 6 toads in a single spot, healing and aoe swatting my army with no cooldown, it feels like a cop out.
Yes you can probably outpace this, yes you can play the same mission over and over and over until you "solved it".
But tieing back to my previous point, it makes for a frustrating learning experience, none of which feels like a fun time.
Preventing the enemy from doomstacking would be a lot more fun..
Very linear path =/= difficulty
-----------------------------------
The difficulty is very swingy... one second you're doing well, the next 6 spiders sprint for your queen and you're dead before you can respond.
This same difficulty mentality is apparent with your new game starting options.
There is usually only 1 best order of things to get started, since the enemy stacking makes an addition of even a single enemy, a significant power increase.
So you follow the path of least resistance... every... single... time....
Too many instant game over moments means I often have to restart the same round over and over again.
And i have to tediously do it in the same order, in the same way... every... single.... time...
Flatten out the difficulty spikes, enable me to start with a different objective when i have to restart.
The way these levels are designed reminds me of the old SC1 custom "rpg" maps. Where your beginning and ending was tailor made by someone who had 1 and only 1 vision of how to beat the map.
I'm pretty patient when it comes to games, i know 10 ppl at least off the top of my head, that would play this game and get angry and never touch it again...
I get angry at it... And usually difficulty does not register with me on any emotional level...
Digging into open spaces
---------------------------------
Sometimes the cave is bigger then i thought, and my rooms end up being bigger or not closed off because of it.. or i pull in a bug i'm not equiped to deal with yet.
I can understand if you dig without rhyme or reason, you will bump into issues.
But if i'm slowly approaching a cave... my ants should know they're about to dig into it.
Maybe have the walls glimmer through a bit if your ants are close, that way i can prepare accordingly.
When replaying a mission for the 5th time, i know which cave opens up where and whatnot, but it makes the whole learning process so dull and repetitive...
I'd be better off starting a game and digging out the whole underground just to see what it looks like and then restart and build with pre-existing knowledge... the game can't be intentionally designed this way...
Smaller bulletpoint suggestions
-------------------------------------
- Any chance for larger maps? With multiple nests?
- More maps! They can be in the same biome, so assets can be re-used. But more maps! The progression curve currently forces you to replay missions, these are not quick games either. I get that you're trying to pump play time into your games, but you're going about it all wrong.
- More missions in between each "challenge" mission. More missions with your labAnts too! All these upgrades, so few times to use em.
- Love the music, the ambience, the humor. More of this! Less artificial difficulty to pad out the game.
- I would love this game to get 5 ant types. But for 20EUR, this seems excessive. I thought i heard the fire ants were the last new type of ant.
Consider making an expansion? With 2 more ants?
- If you make the difficulty spikes/curve a little less punishing, ergo reduce the amount of times ppl have to restart a mission, and provide more maps to diverisfy what people can do to get the materials to progress, this gem of game will look and play a lot better.
- The "account making" for this forum is a drag... far too many captcha tests.
I wouldn't be surprised if more people found it too much of a hassle to make an account (I did at first) and as a result it's pretty quiet here.
Or maybe the brutal "unfair" difficulty spikes feel cheap and word of mouth isn't doing you any favours...
I know I havn't been that enthousiastic about it the last couple of patches for these exact reasons.
Hope this reaches someone!
TLDR - Solid game, nothing quite like it... but a frustrating experience at times for no good reason whatsoever...
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