Executive Summary

Overall Sentiment: Highly Positive. All reviewers agree that the Vertical Slice is functional, the features work as intended, and the art/music implementation is fantastic. The core systems (pathfinding, abilities, transitions) are solid. The majority of criticisms revolve around camera controls, UI feedback (especially turn indication), and targeting logic bugs.


🔴 Critical Bugs & Logic Issues

  • Input Leaks (Turn Management): Players can use WASD, move units, or cast abilities during the Enemy’s Turn.
  • Game Loop/State:
    • Softlock: Dying, returning to the Main Menu, and re-entering the game results in a softlock where nothing can be selected.
    • Action Economy: Units can currently move multiple times in a single turn.
  • Targeting Logic:
    • Dead Units: Killed units (allies/enemies) still occupy grid cells. Dead allies can still be selected and use abilities (though sprites are removed).
    • Friendly Fire/Self-Cast: All units can target themselves or allies with damaging moves (e.g., Construct using Bash on self).
    • Construct Ram: Can damage enemies behind the first target in line.
  • Status Effects: Hacker’s Combust removes the burn logic but fails to remove the visual status sprite.

🎮 UX & Controls

  • Camera Controls:
    • Middle-Mouse Drag: Universally requested feature. Players want to drag the camera (Civ VI style).
    • Camera Pan Speed: Automatic camera panning to a selected unit is too slow; requested speed increase (approx. 0.25s duration).
    • Camera Clamping: Camera stops instantly when hitting bounds; needs to clamp the target position within bounds to prevent jarring stops (specifically noted on Hacker spawn).
    • Follow Cam: Suggestion for the camera to follow the unit during movement execution.
  • Input Mapping:
    • Right-Click Cancel: Universally requested. Players want to right-click to deselect units or cancel a pending move/ability.
    • Dev Console: Multiple reports of the console not opening/keys being unknown.

👁️ UI & Visual Feedback

  • Turn Indication: No clear visual indicator for “Enemy Turn” or “Player Turn” (besides camera zoom). Text or banner suggested.
  • Targeting/Range:
    • AoE Indicators: Need visual feedback for “Nearby” or area-of-effect abilities before clicking.
    • Ability Hover: Ability names disappear when hovered over; button backgrounds are white, causing white text to blend in.
  • HUD:
    • Main HUD scaling issues on resolutions >1080p (Known Issue).
    • Selected Unit UI needs constant sizing regardless of zoom level (Known Issue).
  • Shield Bug: Shields visually initialize at 99 (but don’t actually exist until applied).
  • Grid Visibility: Tile lines are very thin and hard to see.

🤖 Unit-Specific Feedback

Hacker

  • Animation: Idle animation jerks at the loop point.
  • Abilities:
    • Combust: Visual bug (burn icon persists).
    • Immolate: AoE burn is radius-based vs. square-based (needs GDD clarification).
    • Pistol: Range requires clarification (radius vs. tiles).

Construct

  • Movement: Report of a bug where Construct could not move at all on Turn 2 (v0.1.0).
  • Ram: Audio issues when selecting out-of-range enemies.
  • Description: Update text to specify “Enemies” rather than “Units” to avoid confusion.

Idol

  • Warcry: Range is unclear (“Nearby” needs visual definition).
  • Pistol: Targeting ignores cardinal direction rules.

📝 General Design Notes & Polish

  • Movement Animation: Currently linear; desired “popping” style (Premiere reference) to be implemented later.
  • Content: Reviewers wanted more levels (positive sign of engagement).
  • Clarification: GDD needs updates regarding “Square” vs “Radius” targeting for specific abilities to align with implementation.

Suggested Next Steps (Quick Wins)

  1. Implement Right-Click Cancel (High UX value).
  2. Fix Input Locking: Disable player input processing during the Enemy Turn coroutine.
  3. Visual Feedback: Add a simple “Enemy Turn” UI banner.
  4. Targeting: Add a check to prevent Self or Ally targeting on damaging abilities.