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@CodeRed_dev Depends. If it is prior to any new information such as revealing fog of war, or damage/effects firing off, no.
After those where the player now has more information then prior to that decision, yes.
The former guards against misclicks. The latter is efficient save scumming.
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@CodeRed_dev would a pause button ruin an arcade game? I was faced with that question recently - turns out no, it doesn't have to.
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@CodeRed_dev Sounds like a monetization thing. Pay 1usd to undo your last move 😅
So, if it costs you is some way I guess it would even add a layer.
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@CodeRed_dev Wont know until its added, but I think an undo resource could be cool, another strategic decision is deciding when to undo something
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@CodeRed_dev Don’t cater to small subset of players.
Adding undo makes some people happy. Adding undo would ruin it for a lot of others.
I would never play a strategy game with undo button unless that undo button was part of strategy puzzle.
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@CodeRed_dev Depend on the pacing,. If there are phases and you can undo steps but no phases then that's ok
Think it like the planning phase of advance wars
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@CodeRed_dev No?
Isn't that just a sell button?
Or suicide unit(s)?
???
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@CodeRed_dev No. But also give it to the AI opponents and include it in the narrative. Like have your time portal running on crystals; you can mine the crystals on the map for this bonus... make it fun!
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@CodeRed_dev Depends what is this undo for. People save scum since forever anyway
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@CodeRed_dev Not really. It's pretty much an autosave with optimized loading of it.
A toggle to disable it for "ironman" audience and it's no longer an issue whatsoever.
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@CodeRed_dev Depends. Though I feel like in most cases, it'll make it feel more like a puzzle game than a strategy game. But I could be wrong.
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@CodeRed_dev As long as it's not competitive. It would even let you experiment and visualize things without keeping it all in your head
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@CodeRed_dev Of course not. Games used to have full on invincibility cheats and such. They were certainly not any less fun for it.
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@CodeRed_dev I know a dev who believes strongly in an undo button for his tactics games! The key is, he also avoids "rolling for damage/defense" so you're not cheesing it by undoing, everything (up to certain points) was deterministic
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@CodeRed_dev If the game already have 'save' features it is basically a sloppy version of the same thing.
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@CodeRed_dev I think having it as an option would be useful; for someone like me who doesn't play a lot of those, it'd be a godsend, but for more familiar players, they'd probably appricate the ability to turn it off.
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@CodeRed_dev Kinda feel like it would considering the consequences of your choices wouldn't hold as much weight
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@CodeRed_dev If left unlimited. Consequences make tension. If there is no tension, there can be no game.
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@CodeRed_dev If move has not revealed any info / no random rolled, it's fine to allow undo.
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@CodeRed_dev Yes (nobody has ever been able to implement this without absolutely nuking multiplayer with desyncs)
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@CodeRed_dev No. A serious player will simply not use it to cheat.
Dominion online js cool here, undo is allowed if the opponent accepts it, most players think that playing fast (and sometimes undoing) is more valuable than making sure that you never misclick.
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@CodeRed_dev it would change the strategy game, but it depends on how it is implemented
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@CodeRed_dev Honestly I think it's a wisdom of how many players save scum or reset during gameplay. If the number is too high, I think they are indirectly asking for undo.
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@CodeRed_dev Into the breach has one but you can only use it once per battle.
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@CodeRed_dev Depends on the game?
But in many games I often find myself reloading the autosave from several minutes/turns ago to do things differently, so I guess for me the answer is no, it wouldn't ruin it
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