Immortal: Gates of Pyre - F2P RTS from SC community - Page 4
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DarkPlasmaBall
United States44252 Posts
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Hider
Denmark9376 Posts
On July 30 2024 22:57 WombaT wrote: I feel this game lost a hell of a lot of momentum, and that’s really hard to regain. Which is a pity as actually that trailer does look like a big step hope. Hope they can pull it off Part of me is starting to think that the formula to be the "spiritual successor" to Starcraft 2 is surviving long enough to properly polish the game. And the formula for that may be to prudent with spending - unlike Stormgate - which probably goes broke before reaching that stage. If the game is polished enough, it becomes much easier to get people interested in it by observing streamers playing it and it will gain exposure. According to Winter, the game will continued to be working under closed doors for the next 2½ years. I think that shows a lot of promise. | ||
ZeroByte13
765 Posts
On August 03 2024 01:05 Hider wrote: You mean Immortal won't be properly released until late 2026?According to Winter, the game will continued to be working under closed doors for the next 2½ years. I think that shows a lot of promise. | ||
Hider
Denmark9376 Posts
On August 03 2024 01:44 ZeroByte13 wrote: You mean Immortal won't be properly released until late 2026? I guess 2027 perhaps? But that was what winter said at the end of the stream. Apparently Sunspear games recently raised $5M https://pitchbook.com/profiles/company/433368-64#timeline. I assume they pitched investors they need those $5M for another 3-4 years of pre-revenuef development? Which means they spend around $1.4M per year? In contrast to Frostgiants 12M per year. Turns out you actually can develop a game without being located in LA. | ||
SoleSteeler
Canada5418 Posts
![]() Looks cool enough, but nothing felt intuitive to me. Or I'm just a complete moron. I did like automaking workers. | ||
KingzTig
155 Posts
Managed to do an insane runby, sniping off all workers while defending a push. Felt great to kite units as well. I like the third resource system and map objectives a lot, such a great design | ||
KingzTig
155 Posts
1. The pyre system and the map objectives leads to really dynamic map control. It's not overly forced, but build up key strategic area. 2. The immortal create sub factions of the race. Very interesting how same race can feel quite different-ish in playstyles but also thematically make sense. 3. The lethality rate is extremely good. It doesn't have those ultra momentum based combat like marine mines. It almost feel like broodwar type of slow methodical engagements. 4. The free scout is pretty interesting, it cannot attack workers or units but can attack other scout. And it also gives small amount of pyre. 5. The production building also work as a supply building simplify macro in a great way. 6. The units are fun to control imo. Some moves differently like a small hop, and so the shutter stepping feels pretty unique. 7. The unit number in a faction feels perfect. The immortal you pick swap out two of the units in the faction, so there's more unit variety than you'd think. And the games just feel different everytime because of the pyre system, and trying to win map control here and there. So far it's only 2 factions and 4 immortal total. I can't praise it any higher, really hope it comes out with a bang. But even if it doesn't, I am more than happy with a small community. The one that will be controversial is hotkey. It feels very organic once you get used to it, but some are hardwired in my brain. There's no double click to select all army of that type. It's control click. Attack move is just A and where your mouse is pointing. Control group is sort of hard to grasp as well, it's space + number. But d for all army except those already have a control group. | ||
SoleSteeler
Canada5418 Posts
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KingzTig
155 Posts
On August 05 2024 11:30 SoleSteeler wrote: Watching Winter stream it - it does look good! I like the sound design a lot. Oh yeah I played against him. First time I thought I had it in the bag, super close game. Second time he's already quite a bit better than me, proper tech units to counter mine, setting up towers etc. But both were really fun. I faced a few who really knew what they were doing. I was essentially doing a blink stalkers +1 attack timing throughout the whole alpha but it doesn't work too too well. | ||
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Waxangel
United States33357 Posts
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WombaT
Northern Ireland25082 Posts
As I said not something I can touch for ‘feel’ wise, but just looking at the two the aesthetics part seems bang on. | ||
KingzTig
155 Posts
On August 05 2024 15:48 WombaT wrote: I’m not sure how accurate this is given I haven’t played either, I heard it said that Immortals nails a lot look wise, but the controls etc aren’t nearly as tight as say, SC2’s. Whereas Stormgate really whiffs on the aesthetic side of things, but does control really well. As I said not something I can touch for ‘feel’ wise, but just looking at the two the aesthetics part seems bang on. I think it doesn't feel as responsive as stormgate but at the same time I think stormgate doesnt even need that extreme responsiveness. The lethality in the game is great, engagements can last for minutes with constant back and forth. There's very few skills that stop you from disengaging as well. And another thing game does really well is the units abilities, a lot for them are positional based. E.g. you can "siege" a unit to do an AOE heal. there's an air unit that siege to block off air projectiles. There's an unit that leap and heal the units nearby in landing. You have units with blink, a throwable AOE shield. Pyre can be offensively used or building fortress to secure area etc. And there's fixed locations where you build fortress so you can't spam it. (Other than one immortal) This is honestly close to my most ideal modern RTS concept ever. | ||
KingzTig
155 Posts
the games in this video really showcase how great the core mechanics are, and the pacing of the whole game. The pyre economy pushes you to be out on the map, and the pyre icon sort of indicate where both army positions are. and you also have free scouts. Where the game gets more interesting is how every immortals affect what pyre is used for, Xol can use it to summon their champion that stays in a fight for a while and level up over time. You have Ajari that can resurrect dead units in an area, but also targetable by enemies to end it early. there are so much design space with sub faction and the pyre system. A lot of strategic decisions and positions and skill expression. | ||
Cyro
United Kingdom20285 Posts
Whereas Stormgate really whiffs on the aesthetic side of things, but does control really well. Drag scroll doesn't really work, hotkeys are weird and can't be remapped and there are some pretty big issues with pathing and cancelling attack animations with normal commands that mean that you have to put far more effort into interfacing with the game than you do in SC2 in order to be effective. Still too many pain points there IMO | ||
tec27
United States3696 Posts
Huge yikes. For whatever small amount of goodwill they built with their last playtest I guess you can write all of that off now, they've decided they need to get in on the ponzi scheme that has mostly already died off years ago. I hope the money was worth it! | ||
Harris1st
Germany6906 Posts
On September 17 2024 08:11 tec27 wrote: https://venturebeat.com/games/sunspear-partners-with-immutable-zkevm-on-web3-rts-game/ Huge yikes. For whatever small amount of goodwill they built with their last playtest I guess you can write all of that off now, they've decided they need to get in on the ponzi scheme that has mostly already died off years ago. I hope the money was worth it! What is the TLDR in laymens term? I don't deal with blockchain and NFTs, I just wanna play games | ||
Hibikidaye
2 Posts
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ETisME
12385 Posts
On September 17 2024 21:10 Harris1st wrote: What is the TLDR in laymens term? I don't deal with blockchain and NFTs, I just wanna play games Then no change for you and me. Essentially they are gonna treat the cosmetic stuff as nft. Meaning you can see the mint date, the record of it like how rare it is, trade history, how many units it killed etc. It's just like cs go market place and that's about it I believe. They can denote the currency value in anything and you pay in normal USD or whatever format if that makes it look less NFT presentation. There are service that let you convert into your local currency and pay it that way without touching your nft wallet. | ||
Cyro
United Kingdom20285 Posts
On September 17 2024 08:11 tec27 wrote: https://venturebeat.com/games/sunspear-partners-with-immutable-zkevm-on-web3-rts-game/ Huge yikes. For whatever small amount of goodwill they built with their last playtest I guess you can write all of that off now, they've decided they need to get in on the ponzi scheme that has mostly already died off years ago. I hope the money was worth it! Sorry guys, it's my fault. I backed it on kickstarter | ||
Harris1st
Germany6906 Posts
On September 18 2024 08:40 ETisME wrote: Then no change for you and me. Essentially they are gonna treat the cosmetic stuff as nft. Meaning you can see the mint date, the record of it like how rare it is, trade history, how many units it killed etc. It's just like cs go market place and that's about it I believe. They can denote the currency value in anything and you pay in normal USD or whatever format if that makes it look less NFT presentation. There are service that let you convert into your local currency and pay it that way without touching your nft wallet. That sounds rather optional then? So I can gamble but I don't have to? Would be fine by me | ||
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