General Feedback

The following feedback is based on Normal difficulty...

1) I assume there's eventually going to be voice overs for the dialogs because it really feels like there should be.  The silence is weird.  If there isn't then I think there should be some audio cue that is associated with dialogs because it feels wrong without it.

2) I have major issues with panning.  I turned it from 100% all of the way up to 300% and it's better but still doesn't feel quite right.  I think it's because there's an acceleration curve rather than instantaneous like most tower defense/RTS games and that's what makes it weird.

3) Mission II: Corrupted Healers seem...unbalanced.  Groups of them would survive all except the heaviest of bombardment.

4) When clicking on a mission then clicking cancel...there's a delay before it brings you back to the mission select screen.

5) Failed Mission III on the first attempt because way too many of those swarming enemies came at once.  Succeeded on second attempt because of knowing how bad that last wave is.

6) It seems like the camera panning speed setting isn't applied until the player zooms out.  Edit: I think it happens at the beginning of every map like it is doing a scripted slow pan.  Kind of annoying.  Edit: Ah, I think that the scripted slow pan is changing the setting to default and zooming out restores the player setting.

7) Mission V: Ended up doing the two objectives on separate attempts.  First time was overwhelmed by the swarms.

8) Mission VII: It isn't clear where they are going to spawn from.

9) When the game is minimized while on the Mission screen, the music it plays forever repeats...it stands out and it is annoying.  If the game is minimized, mute or pause the music.

10) I'm hearing some sound effects that don't make much sense.  I think they are associated with the scavenger building.

11) Minos Cannon's description ends with "long recoil."  Should probably say "long recharge," "long reload," or "slow fire rate."

12) There isn't enough time at the start of missions to familiarize yourself with the map before enemies start spawning.  I'm often restarting the map by the second wave because I have a better idea of what to expect.

13) I got the "destroy all enemy waves" objective complete after my main structure blew up failing the mission (there was one Devastator left and it was killed by towers after the main structure went boom).  Don't know if that behavior is intentional or not.

14) Mission IX: The spider secondary objective is a pain because the little robots by the left resource depot follow the mobs into the center spider nest.

15) RE: #3 Corrupted Healers are still super annoying.  They need something changed like heal speed decreased, movement speed decreased, or health reduced.  In packs, they are more tanky than tanks.

16) Mission X was pretty terrible.  It seemed like I wasn't getting any credit for units killed.  The last Overmind got by my defensive line.  I had to sell everything on the map and move turrets back to the base to try to finish it off.  My plan succeeded but it would have been impossible without the ability to pause the game.

17) Archives needs a lot of TLC.  Specifically, I wanted to know how the Scavenger tower works.  I thought that it would only work if a unit died inside the range of the tower; however, it says in the Archives that it targets towers, not enemies.  If that's true then range only needs to cover the towers and I've been doing it wrong all along.

18) Mission X: I'm pretty sure I've seen mortars do some weird stuff like randomly shooting beyond their range (like they weren't really aiming at anything) and sometimes not firing at all.  They seem to also have a terrible time of hitting things that are being distracted by Reinforce units (shooting far past them instead of at them).

19) Freeze/crash: I tried to restart Mission XI and it got stuck on the loading screen.  Haven't been able to reproduce this.

Fault bucket 2097178629784985341, type 5
Event Name: RADAR_PRE_LEAK_64
Response: Not available
Cab Id: 0

Problem signature:
P1: SiegeOfCentauri_DX11.exe
P2: 0.1.59682.0
P3: 10.0.17763.2.0.0

20) Mission XI: It took three attempts to beat this one on Normal.  Nerfing the corrupted healers would help.

21) Retributor tooltip says that the chemical weapons are good against it but it went past probably 10 of them and didn't do any damage to it.

22) Freeze/crash: #19 occurred again on Mission XII.  Siege of Centauri is not responding and it is using ~25% of my 6700K processor.  Memory use is constant at 1285.5 MB.  Again, happened on restart after playing for at least an hour.

23) The website said 16 missions...

https://www.stardock.com/games/siegeofcentauri/store

I see only 12?  I assume there is supposed to be more at "Unidentified Planet" but...it says "travel prohibited."

 

The following feedback is on Crazy difficulty...

24) Replaying Mission I, the waves don't start until you place a Light Rail Gun specifically.  As long as you don't build one, you get free resources and can build everything else making this one super easy on "Crazy."

25) If you use the UI slow time button to pause the game, then hit space, the UI doesn't update from the pause symbol ("||") even though the game is playing.

26) I'm thinking Mission V is where Crazy gets impossible.  Unlike the earlier maps, you can't depend on Milton anymore to shift the balance because using Milton is assumed.

13,877 views 11 replies
Reply #1 Top

This is amazing feedback and exactly why we love our founders so much. I'm going through everything now. Thank you so much for taking the time to share this with us.

I'll answer one question quickly. We have 16 missions up until the day before the founders program started. I cut it to 12 just so we could focus on getting those tested and ready for you. I have the other 4 missions ready (they just need to be tested) and you will see them coming in the next week or two.

Reply #2 Top

I can't add much to that and have only played  through the first mission so far. Placement of  towers is a little frustrating, there is a lot of latency between mouse movement and the movement of the icons for tower placement. It would not be too bad if speed weren't so critical. Sometimes, by the time I locate a good spot for tower placement, the enemy has already passed the spot. Might just be a learning curve on my part.

Game looks real good so far!

Reply #3 Top

2) I have major issues with panning.  I turned it from 100% all of the way up to 300% and it's better but still doesn't feel quite right.  I think it's because there's an acceleration curve rather than instantaneous like most tower defense/RTS games and that's what makes it weird.

You can change this in options..  Change Bind Cursor, (I changed it to never, then you can move the focus of the screen with right mouse button.)  That makes it feel much better, along with the adjustment to 300%.

12) There isn't enough time at the start of missions to familiarize yourself with the map before enemies start spawning.  I'm often restarting the map by the second wave because I have a better idea of what to expect.

I agree, especially with the fog of war maps, you have to take a moment to get your bearings.  Because maps are always the same, there is no reason the player can't look around the map for a moment before the enemies start spawning.  Maybe a start game button after the map loads.  This would give the player that opportunity to look around before they actually want the enemies.

 

 

Reply #4 Top

I have played the first seven missions and am enjoying it so far. But I do have some quirks to report:

1. Wave 5 was soooo much harder than any of the other missions so far. Probably needs to be toned down a bit.

2. Took me a long time to figure out where my base health indicator was. I expected a health bar to appear above the base to indicate damage. I clicked on the base to find it. Eventually found it in the lower left. 

3. Tooltips are inconsistent. That was part of my problem with the base health is that it didn't have a tool tip. Also took me a long time to figure out that the number in the upper left was my score (right?). And my score is what triggers unlocks? Or something else?

4. Another tooltip item was on the tower detail, there are icons indicating damage, range, reload speed. I tried hovering over the icons to see what they meant and that didn't work. It was only later when hovering over the value indicators that I understood what they were. 

5. The unlocks were kind of confusing. Sometimes they are new towers, sometimes they are upgrades. Sometimes I'm pretty sure I was getting unlocks for things I already had? I'm pretty sure one mission I got a Scavenger unlock, which I had, and it didn't seem to provide an upgrade path. 

6. It really feels like the mission needs to start Paused, with a big indicator like "Mission Paused" on the screen. And I need to have an indicator where the first wave is coming from. In every mission I need to scroll to understand the terrain and plan my first builds and right now I have to pause, pan, unpause until the first enemies appear, pause, place, unpause.

7. I feel like I'm missing something. In most TD games, things like getting stars on the missions, or getting good scores, lead to some kind of shop where I can spend my stars or XP or other currency in order to improve. You know, spend 1 Star to get +1 range to Rail Guns or lower the cost of an Arc Tower, or lower the cooldown of my EMP... that seems like a hugely important part of the genre which I can't find. Is it just me, or is something like that planned?

8. I also had a mission (that deadly mission 5) that I thought I had lost when my base blew up, but I guess the last enemy ship went down with it?

9. I agree that Scavenger towers are confusing. I make clusters of towers around Scavengers, but my metal just seems to tick up one at a time. I expected to see metal increasing in chunks as I took down enemies, but it just seemed to be a steady increase.

10. What am I getting when I upgrade my base? Just more health? It is a really expensive upgrade and I expected the base defenses to improve, but they didn't seem to.

I hope that is useful feedback!

Reply #5 Top

I don't recall reading any of the dialogs in the game because too busy dealing with towers and such.  That's obviously going to lead to narrative/pacing issues...

You can hit two birds with one stone: condense the narrative into the start of the mission and increase the time before the first wave comes for players to understand the narrative and/or familiarize themselves with the map.  Can reduce starting resources to compensate for the longer build up.

 

To expand on my previous mention about mortars...they're really bad in their current state.  I mean, one is okay...generally...but more than one is not because they tend to aim for the first unit in a pack which means having more than one mortar with eyes on the pack leads to overkill of that target and virtually no damage to the rest.

Mortars really aren't something simple to fix but...they need a lot of TLC.  As is, I avoid using them.

 

Quoting rixmith, reply 4
2. Took me a long time to figure out where my base health indicator was. I expected a health bar to appear above the base to indicate damage. I clicked on the base to find it. Eventually found it in the lower left.

Concur.  Forgot to mention that.

Reply #6 Top

Great stuff. Not sure if Kael mentioned but yea, there's going to be VO.  Callum originally had test VO in but I asked it to be taken out (he's not a bad VO guy but it was stand-in and we didn't want anyone to think that was the real VO).

Reply #7 Top

Being a fan of Defense Grid, my first impression of Siege of Centauri after 9 missions on Challenging is disappointment. The decision to be able to replay missions and earn unlocks that way means it is impossible to balance the game. As there is no defined set of towers and abilities the player will have for each mission, it will always be too easy or too hard. In my opinion a challenging balance is key to a good tower defence.

Panning the camera with mouse to edge of screen feels like punishment. I want to fight enemys, not the continued movement of the camera.

Enemy AI is not determined enough. Sometimes they stop moving forward, possibly blocking on their colleagues explosion. When they reach a metal extractor they fire on it for a bit and then continue. I like clear predictability, move straight to the goal, shoot it up, no half measures.

Sometimes tower fire range is barely enough for the distance to cover to the enemy. This would be ok, if there were choices to increase the range, as in that an upgrade not only increases the damage, but also range for some towers and rate of fire for others.

Icons of upgraded Railgun suggest that the rate of fire increases with the upgrade, but the mouseover says otherwise, stable at 0.7 s.

Applying Overdrive while the game is paused resulted several times in negative cooldown times, massive stream of constant fire.

Selecting multiple towers is not quite there yet. If it should be possible, selection by doubleclick would be nice too. Showing the real price of upgrades would then be nice. When 3 railguns are selected, upgrade is not 20 but 60. Selection is lost after upgrading multiple towers, so for upgrading twice I need to reselect.

Reply #8 Top

I noticed that some of the enemies are passive and some are aggressive when it comes to the mineral extractors.

I've also noticed that they sometimes travel to a waypoint and wait before proceeding.  The swarmers are most noticeable doing that.

Reply #9 Top

Bug:  When a player upgrades their towers.  The game does not count that as damage done by that base tower.  It will only count it if it is a level 1 tower that does the damage.  If a level 2 or 3 tower does the damage it does not count that enemies were damaged by that type of tower.  Hence I just played mission 1, where you can get unlimited metal right now before the waves start, And just upgraded everything to level 3.  I killed all 632 enemies and all of the towers gave 0% of the damage.

+1 Loading…
Reply #10 Top

Bug: In one mission I overcharged a tower and then lost the mission. When I retried it, the beam for the overcharge was still on the map (the tower was gone).

Reply #11 Top

Version 2 Feedback

1) "Connecting to Carpathia" after starting the game seems like it is taking a lot longer than it did in Version 1.  This is even after restarting the computer.  If it's compiling shaders or something, it's not reusing the shaders.  If this is not going to improve, consider using a loading bar so people can guesstimate how long it will take to load.

2) When you click Archives, it should hide the main menu buttons.  Seeing all of the main menu buttons while the Archives has its own "Main Menu" button is confusing.  Archives is the only button that doesn't hide the main menu.

3) I still hate those healer bots.  Unless you have a crapload of corrosive turrets and a really long path for them to eat away at it, they're basically invulnerable except from painfully slow Minos cannon one-shot-kills.

4) I tried the Flak cannons and was left...wanting.  They seemed to do a really terrible job compared to the normal AA guns and...I couldn't even really tell that they were doing anything because it's missing particles/animations to show what they're hitting.