Glad to hear it. I played a couple more missions today and am still really liking it. At this point, all my suggestions are for relatively minor, peripheral issues, but I’ll pass them along to you anyway:
-There’s never really a great breaking point. Often, when I finish a mission, I’m ready to put down the iPad and move on to something else, but the game immediately rolls on into the next one. I know I can quit out and the progress will be remembered, but then when I pick it up again the story setup for the battle isn’t fresh in my mind. It would be a simple fix to just add a “Proceed to next mission / Back to main menu” choice to the mission complete screen.
-I’d like to be able to have an option to see unit stats in a little popup box in the corner of the screen rather than having to click through to their full writeup every time I want to check something. I’m guessing this would be less viable on the standard phone version where screen space is at more of a premium.
-It’s not clear what the restrictions are for wheeling (Is it always clockwise/counterclockwise? Does one unit always act as the pivot?)
-It’s not obvious how to cancel a mistaken order. I eventually realized that just giving an order to stand ground will do it and free up the CP again, but it took some experimenting.
-Similarly, I often think “What does that commander do again?”, select his unit, click through to the codex entry, and then realize there’s no way to get to the commander info from there so I have to go back out to the list of units in the current scenario to find him. I’m not sure if there’s an easy way to do this with the way the codex is structured, though.
-I’ve noticed several spelling, grammar, and wording issues throughout the text. It’s better than most iOS games in this respect, but I’d love to see it even more polished with another thorough round of proofreading , especially for a game where the story and worldbuilding are such big parts of the experience.
Are these rules written down? The game does a good job of teaching you the basics of how to play, but I’m still a bit in the dark about the underlying math and die rolls of how combat plays out, how skill and armor are factored in, and how much of a difference an advantage on the weapon quadrangle really makes.