The document provides a review and suggestions for improving two mobile games: Starfront Collision and N.O.V.A 2. For Starfront Collision, the reviewer suggests implementing hero units, more intuitive controls, and improving mission design and unit information. For N.O.V.A 2, suggestions include developing the main character Kal Wardin further, improving mission difficulty balance, and adding new weapons, abilities, and multiplayer voiceovers. Overall, both games are praised for their graphics and gameplay but have room for refinements to deepen strategy and character development.
3. I. Starfront Collision
1. Personal overview
2. Scenario
3. Gameplay
4. Unit information accessibility
5. Starfront vs. Starcraft
6. Warcraft III in space
4. I. Starfront Collision
1. Personal Overview
Cons
Pros Scenario understandings
Gameplay and control Lack of audio during dialogues
Logical and Intuitive
A bit confusing
Graphics
3D
Color Full Map/landscape
Some gameplay flaws
Unit Readability Reforming a group is tricky
No unit formation pattern
Audio (music & sound FX)
Unit can block themselves
Mission design: no win situation
Clunky attack/move command
5. I. Starfront Collision
2. Scenario
A confusing scenario
Reading dialogues is boring…
…and makes it harder to understand
War between faction is not clearly introduce during mission
Lacks of fun
To improve understanding: capture player’s attention
Use of audio dialogues in parallel
Use of fun facts: Easter eggs and cut scenes…
Player needs to smile/laugh when playing Starfront …
…this is exactly what Starcraft2 is all about :
6. I. Starfront Collision
Too Random Organized
3. Gameplay
Starfront needs an automatic formation pattern
For better unit readability
Looks cleaner as well
Spreading units allows easier selection
Allows better army management…
… and thus improves gameplay
Implementation of SC2’s magic Box for:
Ground
Melee
Air Unit
Range
7. I. Starfront Collision
3. Gameplay
Clunky Attack/move command
Holding the screen location feels frustrating during intense battle Attack command
Add the attack/move command to the action dashboard
Mission: “Calm before the storm”
Army limit size reached 40/40
Can’t produce anymore worker
Can’t attack my own unit
Can’t repair the radar
By adding the attack command and friendly fire:
Would resolve both problem above
Allows more flexibility
8. I. Starfront Collision
3. Gameplay
Miscellaneous
Building rally point and shortcut
Taping a building then terrain should set a rally point (shortcut)
Taping a building then unit should select unit
To rally point a building to a unit, use the old fashion rally command in the
building action menu
Uneven mission difficulty
Last consortium mission is hard
No way to skip mission after chaining losses
9. I. Starfront Collision
4. Unit information accessibility
Right now, only available in-game while playing the race
Hard to familiarize with game mechanics and units
Need a dedicated Webpage for Starfront unit explanation
or
In game unit characteristic page
Starcraft 2 unit
website example
11. I. Starfront Collision
5. Starfront vs. Starcraft
What people like about SC2…
• 200-unit cap big army insane battle
• Strategy Depth
Workers Harassment
Bio Ball, drops, multi attacks
• Macro and micro
…Can t be reproduced in Starfront
• Due to technical limitations
• Gameplay limitations
12. I. Starfront Collision
5.
2. Starfront vs. Starcraft vs. Warcraft III
However, Starfront could be a Warcraft III in space by
Focusing on the micro aspect (Click and retreat)
Increase unit size and life pool for player reaction
Implementing hero mechanism
13. I. Starfront Collision
6. Warcraft III in space
Unit cap comparison with Warcraft III
• Starfront: 40 effective army (without workers)
• Warcraft III: 90
-5 x2from gold workers + expansion
-12 from wood workers
Total: 68 effective army (Varies according to races)
Roughly same proportion for army size
14. I. Starfront Collision
6. Warcraft III in space
Keep Starfront macro concept minimum
No farm building
No worker management
No wall in
Deepen Starfront micro concept by
Implementing a hero's (leveling capacity, 1 active abilities, 1 passive ability)
Slightly increasing unit size and life pool (to allow easier selection and player reaction)
Each lost unit should impact the battle severely ( like Warcraft III)
Since there is less unit than SC2, each unit should feel worthy
implementing tax upkeep
Create Meat Shield Units
15. 6. Warcraft III in space
Heroes examples:
Consortium: The Black Ops Warden: The prophet
Ranged unit (enhanced version of snipers) Caster
Passive: Cloak Passive skill: Healing Aura
Active skill: Recon (scout ability) Active skill: Mind Control
Ultimate: Tactical nuke Ultimate: Mass Teleportation
Myriad: The Reaper
Melee unit
Passive skill: Swipe (add splash damage to attack)
Active skill: Charge (charge and stun unit)
Ultimate: Berserk (increase movement/attack speed)
16. I. Starfront Collision
Conclusion
Because of the mobile limitation, Starfront can t reproduce SC2 gameplay
No big battles, less strategy…
Mobile controls are less effective than mouse and keyboard.
However it may reproduce some of Warcraft 3 mechanism
Implementing Heroes (active and passive abilities, leveling and one ultimate)
Focusing on micro (Click and retreat)
Heroes are cool and charismatic
Player would be more attach to Starfront universe
Every Warcraft III player has a favorite heroes (Demon hunter for me)
17. II. N.O.V.A 2
1. Personal overview
2. Kal Wardin
3. Gameplay
4. Multiplayer
18. II. N.O.V.A 2
1. Personal Overview
Cons
Pros Very few
Gameplay
Easy to handle and fun to play
Difficulty is uneven:
Gyroscope control helps a lot Some turret session
Each weapon feels unique Bike session
Varied gameplay (hack, vehicle Last boss
FPS)…
Graphics and audio Room for improvements:
Nice and detailed graphics Build up Kal’s reputation
Soundtrack is very good Accessory management
Weapon sound is great
Create more accessories
19. II. N.O.V.A
Kal Wardin, shaping a up legend
Build up more reputation around Kal Wardin
Not much is been told about Kal in N.O.V.A 2
People must talk about Kal Wardin through the campaign
Visual identity
Kal’s armor/HUD looks awesome…
However the helmet visor looks mediocre
Looks to fly-ish Looks alright
Audio identity
Kal’s needs a stronger audio identity…
…with a recurrent theme music
20. II. N.O.V.A
Gameplay
Implementation of quick time events
With cool interactive cut scenes (like resident evil 4) …
…would enhance Kal’s awesomeness
Gameplay would be more varied
Accessory button configuration
Accessory button is too close to the attack button
Mistapping often happens
Prevent mistapping by putting more space between the 2
21. II. N.O.V.A
Gameplay
Mission difficulty (played on normal)
Last boss is ridiculously hard and frustrating…
… which led to some complaints
No way to reduce difficulty during campaign
Difficulty is uneven during certain parts :
(Big red dog, some turrets and vehicles session)
22. II. N.O.V.A
Gameplay
Kal’s Arsenal
Weapons comments and suggestion
Homing weapons (besides Rocket launcher) would have been a nice addition
The laser gun ( or rail gun) feels weak .
Laser gun should shoot through environment (combined with a X-ray accessory)
Grenades needs a wider area of effect and why not a stun effect
Sniper rifle should have more bullets in the charger to allow a better synergy with
slow time accessory
23. II. N.O.V.A
Gameplay
Kal’s arsenal
Accessories in general
Accessories sounds boring, rename it suit upgrades
The synergy between shield energy and accessories feels frustrating…
…Accessories must have its own pool of energy
Disc accessory feels useless compared to shotgun (rather waste one bullet than energy)
Accessories suggestions
Shield Overdrive: reduces damage taken by 50%
X-ray vision: for cloak detection + laser gun combination (which can shoot through walls )
Damage boost, speed boost, decoy, cloak…
Homing AI: Allows energy guns to have homing bullets
24. II. N.O.V.A
Gameplay
Implementation of an E.S.D management system (Energy, damage, Shield)
Energy, speed bonus
1. Speed increased
2. Faster energy regeneration
Shield bonus
1. Regeneration improved Damage
2. Damage reduced 1. Reload time reduced
2. Damage increased
25. II. N.O.V.A
Gameplay
How can a player use E.S.D
E Energy, speed bonus:
This perk would have been so helpful for the last
boss. It would allow running between rockets
S and bullets.
D
E Shield bonus:
During turret session, players has no cover and
hence is vulnerable. Shield bonus would improve
S D player’s durability.
E
Damage bonus:
Some enemies take a while to kill such as bosses
or mechanical unit. Damage boost would be
S D
welcome.
27. II. N.O.V.A
Multiplayer
Implementation of voice over
Chain kills must be awarded with a voice over like Unreal/Halo:
« Boom, Headshot »
Double kill
Triple kill
Godlike!
Holy ****!!!
Kills streak should be awarded
Would bring more fun factor to the game
28. II. N.O.V.A
Conclusion
Polished game in almost every way
Sharp graphics
Good soundtracks that change during action
Sounds effect (especially during weapon reloading) are great
Very easy to handle (thanks to the gyroscope option)
Room for improvement and suggestion
Kal Wardin is cool so far. But he has the potential to outclass “Master Chief”
By Implementing a recurrent theme music to Kal
By building up his reputation through de game (people must talk about him)
ESD system would allow more flexibility and gameplay during certain delicate mission