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Level Zero Games • View topic - Prototype feedback
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Prototype feedback

Near Future Corporate Espionage!

Post Sun Jul 07, 2013 4:30 am

Posts: 7
Very playable game with a great potential for incredible depth. I am very impressed by the initial prototype and just want to say thanks to John for making this idea a reality.

I understand that this is an early prototype and gameplay will be changed enormously, so I would like to focus on something that is likely to be more durable and harder to change later into the project.

Interface redesigns: Accessing operative screen from mission planning
Add button to go directly to operative section from mission planning.
For example, if I decided to hire someone, when I need a special skill set.

Right now it requires going back to main menu and selecting operatives. Also it makes it more challenging for me to remember which skill I actually need.

Perhaps also adding some brief summary of skills needed for the mission currently planned, but that can be difficult to squeeze in interface-wise.

Minor interface things
Selecting a company after scrolling down normally requires scrolling up.
The page scrolling should be reset
Permit to remove sliding menus, it is nice in the beginning, but then starts to annoy.
It is especially infuriating, when I am deciding between different plots. Let them just immediately redraw.

Minor interface: Browsing through active missions
I would like to have next button that allows me to browse through all active missions, when I am watching one of them.
Now it is rather inconvenient.

Unclear and confusing things
When companies earn profits, pay wages, assets lose their value. I thought it would end/beginning of the month, but it seems to be rather random.
Right now operatives have 3 loyalty percentages in their screen, but it is absolutely not clear what they stand for.

I was really startled to discover that you need to give go ahead after mission is planned. This puts extra effort, that is totally unwarranted, IMO. A better option would be that begin mission starts directly, while there is an option to finalise the details, but not send people off immediately.

Notification
I would like to see more information coming to me as I play along. E.g. pop-up notifying that mission has been (un)successfully completed. Also, let me know if there are any actions available to be taken or operatives being idle.

I particularly love Crusader Kings II approach with alerts and notifications, so you do not miss anything that requires your attention. It is very streamlined and gives you an excellent overview of what has to be done.

Gameplay suggestion
Everything should take time - scouting talent, expanding infrastructure, building assets (especially building assets)
But I guess it will be sorted out very soon.

I would also like to be able to hire operatives for a single shot mission. Perhaps it would be more expensive per mission, but what if I do not expect I will need a particular skill for once of a kind mission.

Post Thu Jul 18, 2013 3:40 pm
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