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A jam submission

Reboot ArenaView game page

Team-Shooter Inspired RTS
Submitted by Zorch43 — 2 days, 12 hours before the deadline
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Reboot Arena's itch.io page

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Comments

Submitted(+1)

I only played on Knife Fight. The first round, it seemed that once my troops got wiped out the first time, I didn't stand a chance of getting back in. Lost by a landslide. Second round, I made sure to get in first and the exact opposite happened. I won by a landslide. I'm not entirely sure what the strategy of this game is, I feel like it lacks depth at the moment (I'm not sure how far along in production you are). I couldn't find the special orders, so maybe that's why, but the AI also didn't. Great concept though, and it seemed to be bug-free.

Submitted(+1)

Played both maps against potato difficulty bots.

This game requires a lot of micro. With all the possible actions and the way the units move, it would be cool to see two skilled players battling each other.

The camera movement needs some work. I don't know if the option is available and I missed it, but most RTS allow holding a button to freely scroll the camera around, like holding middle mouse button or holding spacebar. It is much more comfortable than moving the mouse to the edges of the screen or clicking the minimap.

I won both my games by waiting for the computer to reach the point and then raining granades on their heads. Otherwise my poor troopers would get shreded by bullets.

Submitted (1 edit) (+1)

(played about 30min-1hour) didn't notice anything I'd call a bug so I'll just offer some of my feelings playing it, fully opinionated of course. I played each of the maps once and Olympus twice (the second time with 1 Nanite ai). Played around all the potato bots rushing the hill, and then rushing in behind them with all my units to take the point, after that they generally can't take it back even with little engagement by me. The one Nanite ai opened my eyes to grenades, which I could definitely see breaking up the (easy) swarm tactic, but didn't commit hard enough to taking back the hill. 

I don't expect to beat a powerful bot 1v1 in a game of micro so I wasn't gonna try, lol

Especially Liked:

  • Really liked the main menu music, reminded me of They Bleed Pixels soundtrack a bit
  • Game was easier to pickup than I expected, won my first match against a potato bot but didn't feel like I was being handicapped or that the enemy was throwing on purpose

Changes I'd personally like (but of course it's not my game):

  • For RTS games I'm usually more interested in the macro aspect than the micro management, but I kinda assume it's not intended to be that kind of game
  • being able to queue up unit orders by shift clicking would be nice, so I could tell a unit to go to an hp pickup, ammo pickup, and come back to the point (and then ignore that unit until they get back)
  •  Personally my actions per minute sucks, so to invest in some of the more nuanced tactical aspects of the game (like grenades) I'd probably want to pause the game, issue all my orders, unpause, and see how things play out. It'd have to be for singleplayer only of course, and it breaks away from the "real-time" part of it, but against tougher CPU's it'd make me feel like I had more of a fair fight

Had fun with it, best of luck to you! ^_^

Submitted

While I enjoyed the demo, I have no experience with this genre, so take all comments with a grain of salt

  • When selecting the map; tempest, no bots spawned for either me or the bot
  • I found it slightly annoying that bots spawned in one by one at the start of rounds
  • i kinda wish the muzzle flashes were more visible so it would be more obvious to bad players that they positioned one unit behind a corner and it isn't contributing. On a similar note, I had trouble seeing grenades when there was a lot else going on
  • I don't really get how the rally works. When I used it, newly respawned bots still remained in the spawn zone. It only worked when selecting living bots that would move to the chosen point next time they died and respawned. Is there a way to set/change rally points for dead units that I'm missing?
  • I struggled a bit with the camera, although this might just be inexperience. I found myself often wanting to move the camera with wasd and for the mini-map to let me pan the camera by clicking and dragging instead on it instead of just clicking to set its position

Despite only being narrowly above toaster-tier, I found it pretty satisfying to watch bots blow each other up.  Interested to see where you take the game with regards to classes and game modes.

Developer (1 edit)

Thanks for the feedback!

Yeah, Rally only affects units once they die and respawn, and currently it's only possible to select living units.  I'm planning on allowing the selection of respawning units for the purpose of setting their rally point (and later-on, changing their class), and I suppose I could make Rally double as a move order for units in the spawn zone.

Clicking and dragging on the minimap to quickly pan is a good idea, I'll be sure to add that to the next major version.

I'll check out the bug on Tempest, thanks for the heads-up.

Edit: Bug fixed in newest version.