Units must be selected to then drag a path toward their destination, while mouse has to be pressed the entire time. Selecting, confirming and returning is the core system of any game, and here is executed exceptionally weak. Using right-click to go back is the easy way other games do it. Interaction windows must be closed with X or escape. It's disappointing that the games' difficulty comes mostly from an unserviceable design. Sliders have to be set individually, there are no smart options. Getting anything done takes too much time and effort, information is all over the place, and there is no way to get a combined preview for all proposed changes before enacting them, let alone a combined interface for seeing trends and reacting to them. Another game that pitches the player against the UI
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