Free demo
The free demo of Chronocide is finally out! And with it, there has been some player feedback, some of it interesting. I will soon release a patch focused mostly on player feedback, most importantly casual difficulty balance and the readability of the help section.
Balance
Regarding balance; I have, IMHO, been quite clear in the store page and in the game itself that this is a challenging game that will contain some grinding. You will not be considered godly on the first level and having to replay some levels will be a part of the game. As is the case with any trap (or tower) defense game.
With that out of the way... again... I will be continuously rebalancing the game as I (and the players) see appropriate.
Act 2
Act 2 is ongoing. The current stretch of development is focused on the maps and their balancing.
Mechanics around challenge, adventure and endless levels are being changed or added also, it's not just the campaign that needs a refill.
Collision handling, client prediction, reconciliation
It is not a secret that the collision handling, when touching an enemy or even a friendly minion or hero, needs some reworking. There will be jitter when getting to close to someone you like or hate, much like IRL.
This will be improved in a future patch, but probably not during the two closest upcoming patches.
Making it beautiful
Also an ongoing process is improving the fidelity of the graphics. It should be quite obvious now that my skills are in the programming department, not in the visual department. I am however working on making the UI better and better, and here is just an example of how the upgrade icons are going to change in a patch soon.

Finally
It is heart-warming to me that people are trying out the new free demo and that some people are also wishlisting or outright taking the leap of purchasing the game. Some people have interesting feedback that I can work with to make the game better.
Thank you.
